Why is GGG caving in to casuals' demands?

Most people don't need to think they are superior by beating broken balance by no lifing to pass excessive gear checks.

The game being balanced around the tiny % of no lifers trying to attention seek or generate self worth is bad design.
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TheAnuhart wrote:
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bluefalcon74 wrote:
That's possible if you're handing down loot fom one character to another. Try playing that way without cross-character trading and display results.


You mean playing the game not only without trading, not only without account self found, but completely single character self found?

Do you see the point?
While a much better experience, a lot more 'hardcore', a lot less carebear..

The game is designed that one actually just buys gear and progress.

The game isn't being casualised, it always was, by design. It in fact actively tries harder than any game, ever, to 'disincentivise', 'restrict', 'prevent' anything but a casual game play.
There are purposely designed blocks against anything not faceroll.

I mean, gating content behind fucking trading and grouping? WTF?


Actually, I agree with you.
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bluefalcon74 wrote:
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TheAnuhart wrote:
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bluefalcon74 wrote:
That's possible if you're handing down loot fom one character to another. Try playing that way without cross-character trading and display results.


You mean playing the game not only without trading, not only without account self found, but completely single character self found?

Do you see the point?
While a much better experience, a lot more 'hardcore', a lot less carebear..

The game is designed that one actually just buys gear and progress.

The game isn't being casualised, it always was, by design. It in fact actively tries harder than any game, ever, to 'disincentivise', 'restrict', 'prevent' anything but a casual game play.
There are purposely designed blocks against anything not faceroll.

I mean, gating content behind fucking trading and grouping? WTF?


Actually, I agree with you.


And is not true at all. There is several threads right now where people in blue items only are completing merciless. But what they lack in items they make up for in skill and know-how. But I love to see this argument time after time always gives me a good laugh.

I swear to god if the game was designed so a blind monkey could play it and finish it you will still say the same bullshit
Last edited by Burmeister99#3478 on Dec 17, 2013, 9:53:23 PM
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Burmeister99 wrote:
And is not true at all. There is several threads right now where people in blue items only are completing merciless. But what they lack in items they make up for in skill and know-how. But I love to see this argument time after time always gives me a good laugh.

I swear to god if the game was designed so a blind monkey could play it and finish it you will still say the same bullshit


What isn't true?

Who says anything about completing merciless in blues?

What is gated behind trading and/or grouping, is high level map access. Mostly due to the amount of orbs required, which will not drop for you in 50 times the time it takes to run the map that requires the orbs.

What's absurd, is; even when you don't trade, you will out-gear the gated content before you see it, from high rolled low lvl drops.
Casually casual.

Last edited by TheAnuhart#4741 on Dec 18, 2013, 2:02:09 AM
been away for 3 months

they added pants?
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Burmeister99 wrote:


And is not true at all. There is several threads right now where people in blue items only are completing merciless. But what they lack in items they make up for in skill and know-how. But I love to see this argument time after time always gives me a good laugh.

I swear to god if the game was designed so a blind monkey could play it and finish it you will still say the same bullshit


Ya they seem to do pretty well while trading and being gifted stuff from other players.I also note at least one of them partied up and got a slight carry.

But whatever others personally consider a challenge is fine with me.

I'm looking forward to their solo self found/gambled run and how that works out for them.
Last edited by Temper#7820 on Dec 18, 2013, 2:11:32 AM
I may be wrong here, and if I am - I'm glad. But, you don't seem to have any chars above level 60? You may have deleted them. If so, fine.

But don't complain about an easy game, when you haven't tasted the hard part.
Bring me some coffee and I'll bring you a smile.
It's funny you talk about caving into casuals demands and how they will abandon the game after their fun meter is full... then you say you have been away from playing for 6 months? hehe I like the changes so far I think if you want hardcore try to talk them into making a real HC where it's perma death all stuff is gone ; open pvp you die your done and the guy that killed you gets all the loot you had... that's hardcore... this game imo has NEVER been hardcore.

Also nothing wrong with an easy mode perm league with great drops etc... cater to the people that like that sort of thing... who cares... there are multiple leagues to suit different play styles I don't see the problem with it. It's basically just tweaking RNG and damage variables.
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Zelec wrote:
It's funny you talk about caving into casuals demands and how they will abandon the game after their fun meter is full... then you say you have been away from playing for 6 months? hehe I like the changes so far I think if you want hardcore try to talk them into making a real HC where it's perma death all stuff is gone ; open pvp you die your done and the guy that killed you gets all the loot you had... that's hardcore... this game imo has NEVER been hardcore.

Also nothing wrong with an easy mode perm league with great drops etc... cater to the people that like that sort of thing... who cares... there are multiple leagues to suit different play styles I don't see the problem with it. It's basically just tweaking RNG and damage variables.


Right on, there is no reason why GGG can't make a SFL or a league with no experience loss. I know many of my friends would return.

Look at Red Orchastra 2 a tactical based FPS shooter that was one of the best FPS shooters made. I had a 7k thread insisting another game type. A hardheaded community that would not allow a single player game type. For that reason the game failed to retain new players out of frustration. RO2 had a very hard learning curve just like PoE. Trip Wire Interactive would not give the new player base a game type like free for all where players could learn the game among a community of hardened veteran players. They insisted on being a tactical team based game only. Offering a DM or FFA game type where they could get instant practice, learn the game mechanics and reach their goals. I called it big time and this great game failed. Why? TWI tried to put everything all into one game type rather offer several. Yes they caved in the wrong way. They made it easier, making the HC fan based pissed while still making the learning curve too difficult for new players. All they had to do was add another game type? Hundreds of clan players I knew would have transitioned into the game. Instead they got frustrated and quit. Make the changes needed to retain players, but do it in the right way.
Last edited by Bushido74#7224 on Dec 18, 2013, 5:12:06 AM
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morbo wrote:


3.) In so called hurrdurrcore, when a top streamer dies, he just sells his gear for cross-league exalts, and with the help of his buddies (and possibly a pinch of RMT magic) is back on top farmin' maps the very next day.




I agree on that RMT is BS and would conclude that RMT is in fact a greater factor in this game than hard work. I personally don't understand the concept of instantly get the gear you want by paying real money for it.

For me, leveling beyond 90 is to much to stomache (its even to much for Kripp [and hes got no life]) so gearing is the only reason to play.

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