The Vision - Ziz interview

the solution is to make the player have a reason to kill the normal mobs. like they will drop this item that i need to get..

you should also have a progress bar instead of marking the mobs in maps, now all you will get is players bee lining the rares, exactly the situation you want to avoid

it isnt rocket science
Last edited by tarloch#1873 on Apr 9, 2025, 2:28:48 PM
Jonathan phychological state of obsession on trying to copy dark souls and his spoiled attitude is going to ruin this game before full release
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tarloch#1873 wrote:
the solution is to make the player have a reason to kill the normal mobs. like they will drop this item that i need to get..

you should also have a progress bar instead of marking the mobs in maps, now all you will get is players bee lining the rares, exactly the situation you want to avoid

it isnt rocket science


Okay. So how useful is the item? How rare is it to drop? What is it needed for? Is it tied to player power? If it's tied to map completion, how do you avoid situations where the last normal mob isn't hidden somewhere off at the edges of the map that you missed? In the event that that happens, will you mark the normal mob on the map? How will you answer the players after the outrage they experience from having to back track to said normal mob?

It's not rocket science. It's game development.
I think the answer isn't to take (strong) tools away BUT to make it clear in game (with tutorials & reminders) that the tools are there and available.

For example if people can't remember to visit their hideout to use a crafting bench then also have the thing in town .. maybe close to the salvage bench.

If people forget "vendor formulas" then have an option in the vendor options Buy, Sell, and "Special orders" or something.


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CheshuR#1175 wrote:
"If the tools you have are too powerful, then the people that know to use them are benefitted to a larger degree compared to the people that don't..."
-Jonathan



so everything in the game has to be shit in order for the worst player to not feel alone. great


You're taking his quote completely out of context to suit your needs. He also said that knowledge of course should make a player more powerful BUT not to the point they trivialize the game.

I suppose you don't like that but that's how it goes. Stop being so pathetic.
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I think a lot of what you hear from JR can be skewed out of context, especially with the way he speaks sometimes can seem like he is not being polite or genuine. He admitted to being a bit upset at the start of the interview so we should give him some slack. It's rough when you work hard on something and you recieve a lot of negativity you feel like you're put in a defensive position.

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"If the tools you have are too powerful, then the people that know to use them are benefitted to a larger degree compared to the people that don't..."


You can interpret this in two ways but ill look at this from a designer perspective. First inherently smarter / stronger players will always have (some) advantage over weaker ones, even in games like Rock/Paper/Scissors where the rules are very basic. So players like this will know how to optimize or how to choose better items like using a mace that has +1 to skills instead of one that has a damage roll or something.

The point is not to remove all the knowledgeable areas of the game but the team as Designers have to be careful how much of these types of pre-requisite knowledge they add to the game, especially if it hinders the on-boarding process for new players and makes them quit or feel unsatisfied from the game.

Especially when its a binary solution to a problem early on in the game. And then that binary solution is tested for in the balance of the game.

Because now you must balance around players not doing X weaker character solution, or whatever the case may be.

I like to simplify things since usually thats how I take in information so heres a hypothetical scenario :

Red is very good and very strong always pick Red. 70% of players Picked Blue and say that Yellow is too overwhelming. They're unaware of how ( yet obvious to strong players) Strong Red and its influence on the game, they blame Yellow for killing them in the game, thinking that Blue was the obvious choice.


This is why you should look at these interviews from the perspective of the designers who are making a difficult game but want players to acclimate to the difficulty or learn the game in a way that is not unintuitive.
And not focus too heavily on what your issues are in a vacuum or a group vacuum.


While I agree there's an important balance to be struck here, the issue I see, is that when you have a history of a successful balance, i.e. 12 years of continual growth, then the balance isn't a mystery. Now, one could argue that PoE 1 was too knowledge rewarding, that may be an individual compliant but in aggregate the numbers don't bear that perspective out. Many games have went down this road of increasing accessibility by reducing competitive advantage and to be honest, I can't think of a single game, not one, that was better off in the long term for that decision. It is true that implementing this philosophy of accessibility will initially have a large payoff in the form of new players but the cost is absolutely longevity because you are reducing a reward system that's internal to the player themselves, which is mastery.

We should be looking at the templates of success of this balance. Not emulating the countless failures or attempting to have our cake and eat it too. I agree that capture point for new players in PoE 1 is too high, the solution has to be increases in intuitive mechanics and reductions in unnecessarily complex systems and concepts when that can be afforded, not simply downward pressure on the top end to make knowledgeable players more like new players.

If GGG is dead-set on creating more "meaningful" gameplay then the focus should be on the curation of specific encounters, not that totality of the gameplay. PoE 1 actually did this to some success, despite what many think, as the completion of bosses such as Uber Elder was only between 5-10%.
Last edited by CheshuR#1175 on Apr 9, 2025, 3:01:45 PM
I loved zoom at first.
After 5 years of speed creep, I F!@#ing hate zoom.

PoE2 (and poe1 ruthless) is everything I want out of PoE.
I am the target audience. I'm loving 0.2.0
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I think the answer isn't to take (strong) tools away BUT to make it clear in game (with tutorials & reminders) that the tools are there and available.

For example if people can't remember to visit their hideout to use a crafting bench then also have the thing in town .. maybe close to the salvage bench.

If people forget "vendor formulas" then have an option in the vendor options Buy, Sell, and "Special orders" or something.




this one was really confusing to me. Like if you're really lazy just add a blacksmith to towns who does the upgrades. People will understand what he does when they see him, but it kind of feels like they're resistant to taking the "easiest" approaches to some things.
Last edited by buttluvr2#5508 on Apr 9, 2025, 3:01:54 PM
good post i actually read all of it. Jonathan read this please
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CheshuR#1175 wrote:
"If the tools you have are too powerful, then the people that know to use them are benefitted to a larger degree compared to the people that don't..."
-Jonathan



so everything in the game has to be shit in order for the worst player to not feel alone. great

thats commernisms for ya
Last edited by Tilt3d#7316 on Apr 9, 2025, 3:09:25 PM

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