Fair warning to GGG about egotistical feedback calling developers egotistical.

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Imaginaerum wrote:
does anyone actually read posts like these all the way through?


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CAPSLOCK_ON wrote:
devs don't wanna read long ass post either nobody does actually

Good thing there's a TLDR for devs to distinguish the intent of users such as these.
lmao it reflects what neon said so well too

''passive aggressive'' essay tldr

hahahaha that's golden.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Last edited by Coconutdoggy on Apr 2, 2024, 2:35:23 PM
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CAPSLOCK_ON wrote:
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Crimlet wrote:
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superbomb1967 wrote:
I found this essay to be a difficult read due to oddly placed periods breaking sentence structure.

I find this post to be a perfect example of why a TLDR was needed to explain the only intent of the category of users who devs should never consider in regards to feed back.


devs don't wanna read long ass post either nobody does actually


Exactly. I got the vibe from the first paragraph and moved on.
OP: Good post

I don't disagree. It's best to view a product as a whole. PoE isn't simply mapping, the hideout, the campaign, the ascendancies, the skills, the items, etc.

It's all of those things simultaneously. That's the product. So when people say "skip the campaign" what they're really saying is this part of the product isn't as pleasing as it could be to them.

Now to your point yes the people who just want to run maps aren't asking for a longer more difficult campaign. They typically disassociate the campaign from being rewarding because it doesn't reward like maps do.

Maps are also very random. They are the best example of evergreen content that can be done for hundreds or thousands of hours.

Personally I'm not one of those people who enjoy mapping for thousands of hours. I don't mind the campaign either. I'm a whole product guy.

A good comparison is when Blizzard made M+ drop the same loot reward as mythic raiding. The raiding community hated it and felt they needed to run M+ to raid. Blizzard caved and nerfed M+ to accommodate the raiding community.

This broke with the tradition of seeing the whole product. While some would say that dungeons should be the precursor to raids, it's well known that a lot of MMORPGers don't raid and so having an end game dungeon loop was better for the product.

The answer really is figuring out what is good for the product as a whole. If you do then you'll find that Blizzard ultimately went wrong doing what the raiding community told them to do at the expense of the product. The product should be expected to change over time as more information and features emerge. It just goes sour when onesies have a fit over the state of the product as it changes.
And one other thing yeah I've said in the past that Coke should remain Coke and Cadillac remain Cadillac.

I think these two things exist simultaneously though. The distinction being feature driven. If you design a coke to be sweet, energizing and burning as it goes down then you shouldn't off the cuff change how that experience works. Maybe Cherry Coke comes along later and offers a similar yet different experience. Not the same thing. Not intended to be a replacement. Just complimentary.

Same goes for starting up the game at league launch and finding yourself on the beach. It's more than iconic. It's part of the product. That a league mechanic flavors the experience is exactly how it should work. Again however Cherry Coke doesn't replace Classic Coke.

To that end neither should a league mechanic replace the Classic PoE experience. This is why standard exists of course. People who dislike the league should play standard.
tl;dr lul
TL;DR - if you criticize the game/league you're a troll.
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Izrakhan wrote:
The answer really is figuring out what is good for the product as a whole.

Just to clarify what I've mentioned about this game in other posts. This is a typical structure of online games that offer additional content for replayability.

You have the main base game. You then have additional content for the purpose of additional replay ability. This is really important to keep the game afloat - continuing as an online service. Active user numbers are essentially the fuel that developers need to keep above water most of the time. Even if there are dips below. The fortunate thing is that this game has never dipped below.

The main game of course, is the campaign. Namely the first three acts, but even going beyond to 10 acts. Then you have the seasonal challenge league. And the post-game Atlas maps.

Obviously, nothing is more important than the base main game. But it cannot stand alone consistently without the additional content. So the additional content is extremely important as well.

There's often confusion that occurs when discussing this game. Particularly because it's effectively two different games. The base main game campaign is not the same thing as Atlas maps. Like GTA is not the same thing as Mario Kart just because they both have cars. So when addressing Path of Exile, you can often get one talking about apples and the other about oranges. And intermingling everything as if referring to the same thing

To make the most out of a solid online functioning game, it needs to be kept fresh and enjoyable. So that's why post game content is really important to make sure users have ongoing content to continue playing after beating the game. However, at the same time, main game content can never be undermined. The more damage to the main game, the more you are losing out on potential user activity.

The reason why mmos and online rpgs have gone into decline isn't because there isn't huge interest in the millions and millions. The reason is that they all get undermined to the point all those interested users refuse to play. And all the damage is the result of listening to and trying to please power levelers. Of course, those who are not interested in playing the game (power levelers who are interested in powering/rushing through content) are still very important. So their feedback on how they feel about replayability is crucial. But the whole warning is to assess their intent in regards to how it affects the main game. Because many of them have actual harmful intent towards the main game. And are definitely not there to offer feedback to improve the quality.












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bauermayers wrote:
TL;DR - if you criticize the game/league you're a troll.

Trolling = twisting information = claiming anybody referred to trolling as offering criticism something. Despite clear troll intent = harass/abuse/twist information. With zero intent for actual constructive discussion or criticism for the game. Thanks for giving a perfect example.
As made clear the intent of trolls is not to discuss anything. Only failed attempts at antagonizing and starting a flame war. Typical toxics of the internet.

Perfect example of how absolutely deranged trolls act without saying any names:
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Jradlot21 wrote:

A giant essay isn't good feedback.

lmao it reflects what neon said so well too

No why do you think Mark said he doesn't wanna read giant walls of text dude lol

''passive aggressive'' essay tldr

hahahaha that's golden.

I have no problem shutting down toxic waste on the internet. The more they try the flatter on their face they fall.
Last edited by Crimlet on Apr 2, 2024, 3:57:49 PM

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