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

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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.


That it's just BS. Many people of my FL, including myself have a fulltime job. I have a wife too. i already pushed one level 88 and one level 87 characters in Nemesis, also two 78, and one 77 during the one week race. No need to get full no-lifer as long as you don't see level 100 in a 4 months league as your main goal. You're just doing something wrong, or you just can't play.
IGN : @Morgoth
I think there was some misunderstanding in my post.

The game is harsh for new players. This doesn't apply to everyone, including everyone posting here. That doesn't change the facts.

Also steam achievements are not up for debate. They are what they are. I wasn't saying it was a new thing that players try a game and quit. My point was that it was a very large number that didn't get very far in Act1 even. If you decide that you don't care about that, then that's fine, but it's a separate issue.


"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
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Boem wrote:

The biggest sign that the system is flawed is that players result to NON-RNG determined assets of the game to progress (also known as trading and "the chaos recipe").


How would you improve the system? There's basically two ways, either give people non-RNG stuff like recipes (or pull a WoW and let people farm dailies for currency..) or you increase drop/link/socket rates by a couple of thousand percent. Note that the latter way would still not guarantee good drops. What GGG gave us is a good mix of RNG and non-RNG progress. You just have to be willing to use every option they give you and not gimp yourself on purpose by refusing to trade.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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DarthSki44 wrote:
I think there was some misunderstanding in my post.

The game is harsh for new players. This doesn't apply to everyone, including everyone posting here. That doesn't change the facts.

Also steam achievements are not up for debate. They are what they are. I wasn't saying it was a new thing that players try a game and quit. My point was that it was a very large number that didn't get very far in Act1 even. If you decide that you don't care about that, then that's fine, but it's a separate issue.



well the fact that they didnt bother to finish even normal difficulty meant that they werent all that interested in the game, if that means anything , thats just lack of marketing, sadly i dont think theres much to be done about it, GGG would either need to invest alot of money in it or change design of the game including tutorials in game but that in turn would kill immersion and hardcore players would surely despise that(at least i would)
Oh look it is this thread again.

By the way, watch when the new leagues release the population will bounce back.

It will probably do this as long as the game is running.
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How would you improve the system? There's basically two ways, either give people non-RNG stuff like recipes (or pull a WoW and let people farm dailies for currency..) or you increase drop/link/socket rates by a couple of thousand percent. Note that the latter way would still not guarantee good drops. What GGG gave us is a good mix of RNG and non-RNG progress. You just have to be willing to use every option they give you and not gimp yourself on purpose by refusing to trade.


Introduce crafting in the game.

I agree that they are slowly doing this, but as far as i know you cant stack recipe based property's thus they are not enabling targeted crafting for specific builds.

Increasing drop rates would do nothing for this game, only make it blatantly more obvious at a faster rate how flawed the system is.

That argument is like "fuck when i throw 1 exalt at a piece of gear i will not yield a good result, but if i can throw 3 at a piece of gear it will"

It's the underlying system that has to be changed for orbs to increase in potential
non-currency based value.

Edit : also trading is not an option at the moment. It is a requirement to progress in the competitive game. i am not competitive in this game, so all of this forum shit does not concern me, i play to play. But i do enjoy discussions about it, since i can look at the issue's from a more distant view.
Freedom is not worth having if it does not include the freedom to make mistakes
Last edited by Boem#2861 on Jan 22, 2014, 11:59:39 AM
I don't know about you, but after about 400 hours of play since launch, I have successfully played well over a dozen different builds up to level 60+. That's not even close to 1500+ hours per character.
The problem is it'd be nice to feel like you completed the game by being able to run high level maps but the economy, the scammers, the map system and the horrendous drops make it a frustrating pain to achieve.

GGG wants you to continually reroll characters and play the same content 3 times per character then reroll again and again and again. ugh. Boring. Want to play high maps? Well, hope you have the currency to do that. Takes a lot of time and some luck. So, people get frustrated and leave. Especially knowing a new set of leagues is on the horizon.
Pacific (GMT -8) Time
5/10 for troll potential in the OP.

Would be better if it weren't the EXACT SAME ARGUMENT that the poster posits in every one of his/her threads.

If thread originator = Crackmonster then thread will have title of doom and gloom, first post content will spell out doom and gloom by using hyperbole in which fringe cases are expected to be accepted as the norm in order for poster's argument to have any validity.

Any posts that dispute outrageous claims made in initial post will be met with belittlement from initial poster who will point out that expecting anything less than what is detailed in the initial post defines you as "a casual". Being "a casual" is a fate worse than eternal damnation in the eyes of the initial poster.
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Boem wrote:
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Where do you get your numbers from? How do you get the "1 500 hours"?


I agree with tadl on this one, even after 1 500 hours you are still not guaranteed a viable character.

Actually nothing is guaranteed. This makes player A happy since he had good RNG.
And player B unhappy because he gets shit upon by RNG.

This makes forum battles hilarious resulting in player A defending the game and player B flaming the design.

The biggest sign that the system is flawed is that players result to NON-RNG determined assets of the game to progress (also known as trading and "the chaos recipe").


Stop trying to make builds that need kaom's and vol bow. 200 hours in I had a char that can handle his own just fine. You don't need to be running 78 maps 10 minutes into the game. There are plenty of builds that work with low budget. The biggest reason imo that people quit is this game babys you for too long. Normal is so boring and so stupid easy.

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