The reason for the low level of active players in Path of Exile

So long as PoE remains as unrewarding as it is, it will not attract as many players as it could, simply because the gameplay is not fulfilling enough. Still a great game, but you need to go no-lifer just to get the very basic items required for a properly competitive build, and that is where many lose interest.

It takes around 1.5k+++ hours before you have completed the circle of just feeling one character has reached near completion to the point you are satisfied and want to try something else because of that.

Due to that raw time restriction, very few players get to experience more than a very few builds to a satisfying level of their potential, and so being restricted to a small part of the game's potential it is less interesting, in particular when it is a game focused around freedom of choice.

Only flippers, people who do not care about constantly selling their items on all characters so that they can focus their entire wealth on one character while gaming nonstop, those who play in full organized groups and those who spend every waking hour of their time on poe get to experience the fullness of the game.

That is why PoE has so low player numbers in a genre we know has potential for many times greater player bases.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Jan 22, 2014, 11:06:41 AM
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question is, do you need to be the very best of all to enjoy the game? if answer is yes, thats not the game for you, why not just play singleplayer game to be the hero in it :)
Some people are satisfied being mediocre while doing what they spend their majority of time on, yes, that is correct, Aetherium.

To play games is to escape from the pressure of life, people seek something fulfilling.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
Crackmonster wrote:
So long as PoE remains as unrewarding as it is, it will not attract as many players as it could, simply because the gameplay is not fulfilling enough. Still a great game, but you need to go no-lifer just to get the very basic items required for a properly competitive build, and that is where many lose interest.

It takes around 1.5k+++ hours before you have completed the circle of just feeling one character has reached near completion to the point you are satisfied and want to try something else because of that.

Due to that raw time restriction, very few players get to experience more than a very few builds to a satisfying level of their potential, and so being restricted to a small part of the game's potential it is less interesting, in particular when it is a game focused around freedom of choice.

Only flippers, people who do not care about constantly selling their items on all characters so that they can focus their entire wealth on one character while gaming nonstop, those who play in full organized groups and those who spend every waking hour of their time on poe get to experience the fullness of the game.

That is why PoE has so low player numbers in a genre we know has potential for many times greater player bases.


Be careful man, the casual players are going to eat you alive.
Flip and trade or be stuck spending hundreds of hours getting comparatively nothing out of it is why I quit.
I want to kill stuff for loot not sit around town flipping. The drops are really really bad.
Where do you get your numbers from? How do you get the "1 500 hours"?
Why you should try Harcore http://www.pathofexile.com/forum/view-thread/209310/page/1
ARPGs are a niche genre. Most people find pressing one button to grind the same pixels all day every day boring. I play PoE for the first 4-6 weeks of a league very extensively and then I almost completely stop because it's mind-numbing after a while :)
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
well one should learn to deal with it, in a multiplayer game unless you take it on proffesionally and start making living from it, you will never become the best, sure that can happen in shallow games that have completely no itemization like Rift, or WoW for example.
Making drops rate higher would only kill potential for a game to survive long, sure it will keep casuals for twice longer, but hardcore people will leave after a month or two, and since GGG claims that this game was made for hardcore gamers by hardcore gamers, that definetly is not going to happen,
If you look at the statistics and achievements on steam, you can see that most players don't get very far before quitting.

I personally believe there are a couple of reasons for this.

First, the game itself is pretty harsh towards new players. The skill tree is intimidating, the linking / skill gem system isn't easy to understand, and the combat/movement in the beginning is SO SLOW.

On top of that, and my biggest gripe, is the balance around solo play. I think that the gap between the solo experience and the party experience is too large. I know GGG wanted to make a multiplayer game, but I think too much emphasis is placed in that direction.

Most new players see the game, try it out solo, and get turned off right away. The sad thing is if they did stick around they would learn they have to trade and group just to progress anyways.

Oh well, GGG doesn't really think it's an issue, or at least they haven't said as much, but eventually they will have to do something or it's a losing battle. It's a good thing they have a pretty solid player base that supports them right now. I can't see them retaining many new players the way it's constructed.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
"
DarthSki44 wrote:
If you look at the statistics and achievements on steam, you can see that most players don't get very far before quitting.

I personally believe there are a couple of reasons for this.

First, the game itself is pretty harsh towards new players. The skill tree is intimidating, the linking / skill gem system isn't easy to understand, and the combat/movement in the beginning is SO SLOW.

On top of that, and my biggest gripe, is the balance around solo play. I think that the gap between the solo experience and the party experience is too large. I know GGG wanted to make a multiplayer game, but I think too much emphasis is placed in that direction.

Most new players see the game, try it out solo, and get turned off right away. The sad thing is if they did stick around they would learn they have to trade and group just to progress anyways.

Oh well, GGG doesn't really think it's an issue, or at least they haven't said as much, but eventually they will have to do something or it's a losing battle. It's a good thing they have a pretty solid player base that supports them right now. I can't see them retaining many new players the way it's constructed.


If you believe Steam achievements, you will also know that tonnes of people quit any game VERY early on. Nothing new.
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