GGG - Stand true to what you said about player feedback
" These over tuned mechanics are the only way GGG has combatted the speed and power they keep handing players -- "lets just make the monsters equally incomprehensibly fast and deadly!" PoE1 isn't going anywhere, I really hope they depart from the zoom-blast-screen design pillar for PoE2 and keep both games alive. |
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Agree with author of this thread!
POE2 is amazing! Just fix crashes, so I can play and disappear from the forum:D |
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I don't think most players hate the difficulty. They hate:
Time wasting mechanics: 10% XP loss on death, low loot drops Unfair mechanics: Invisible on death effects, un-telegraphed one shot enemy attacks, on death effects in general Content locked behind challenges impossible for some builds: Trials Insane trade system: which would be a nonissue with good drops No deterministic crafting: which would be a nonissue with good drops Slow and difficult would be fine if the slowness and difficulty was organic and not artificially inflated with nonsense mechanics designed to frustrate players. |
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" 1) I like those mechanics, I want to play the game forever and if I am too generously rewarded and there are no stakes, it becomes less engaging, akin to having console commands on a desktop game. 2) Unfair mechanics: Agree, but this is how GGG balances against extreme player speed and power -- by giving monsters unreasonable ways to fight back. More argument to rein in how ridiculously easy the game caves into power fantasy. 3) Content locked behind challenges impossible for some builds: Bar thorns, I've had zero issue with trials 1-4 across all characters. Furthermore, I believe there should be aspirational content behind player power. It is EARNED, not GIVEN. (Again, I believe this may benefit from having a "proper" mode and an easy mode for players who don't like challenge) 4) Trade system: I agree in the sense the game should be balanced around self found and trade be an afterthought. 5) I disagree wholeheartedly with deterministic crafting. Ruthless does stuff right with floor loot and gamba for someone like me who likes an infinite gear treadmill - bench league and meta crafting was always something I disliked. Did you like every rare item looking almost the same and having a defined # and set of steps behind making it? I certainly don't. I still remember some of my best rares on Diablo 2's names. You lose that magic with a deterministic crafting system. |
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Trying to manage difficulty is a "no win" situation. The harder they make the game, the less build diversity there will be.
Find ways to make the game enjoyable so the difficulty is irrelevant. Mapping is never going to make for a good end game. With maps, the goal will always be "how can I finish this as fast as possible". Mapping is a crutch for cheap development, it can easily be procedurally generated, and this genre has suffered because of it. |
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" Difficult IS the part that is enjoyable. Solving problems and overcoming obstacles IS the fun part. |
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" Yes, for some people. They enjoy really difficult games. Which makes sense why there should be a difficulty option. For those that want a difficult game, and then for those that want to relax while gaming. Or, the game should be tuned to appeal to the most players it can. Offering decently difficult content for all, but not over the top. Then everyone can enjoy it. Right now, PoE is only tuned for the very top end of players, in requirement of time, and 'difficulty'. Which makes it very unappealing to the masses. People simply don't like spending hundreds of hours in games, because there's mechanics in it, that add hundreds of hours of time to it. |
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" We already have two difficulty modes. POE1 and POE2. Games don't need to appeal to the most players they can, that's how we get flooded with absolute shit boring games. Games need to appeal to the target audience they were designed to be for, and if that isn't you or me then that's what it is. |
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your opinions are valid but one thing rubbed me the wrong way... if youre referring to diablo 2 as your standing point to the current development and complexity of the game industry now....its a little silly to me
back then there wasn't really a true feedback forum or outlet for diablo 2 back then internet was so slow and limited, people didnt wanna waste time trying to complain about waiting this time back then there were literally like....3 decent online multiplayer games back then the games were actually slow, thought out, not nerfed to the ground, and fun back then if you didnt play the it games, you werent cool (junior high, HS, college) its not like now where we literally have 100+ mmos to play, thousands of other games to play these problems and issues are unique to poe2 (and 1) specifically trying to compare how a company back 30 years ago did things in a dry landscape for gaming doesnt drive your point regarding the game.....the only part of the this that has been slow and deliberate has just been campaign. end game is nothing slow and deliberate at all also the difficulty is fine....the problem is when you add difficulty without a way to learn....thats BS to me endgame mechanic is essentially just straight difficulty without opportunities to learn from your mistakes im not trying to play a hardcore mechanic and one and done. im trying to learn your game so i can be better. you dont give me the opportunity to do that if you have me farm for days to get keystone fragments to die and then have to farm for days to get those fragments again even d2 mods like brother laz and median XL were better fleshed out in their challenges and rewards than this game and theres still powercreep in this game Last edited by sekushiiandee#4336 on Jan 8, 2025, 4:47:31 PM
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" and my feedback has been that the campaign is well done but the rest isn't my actual starting point is ultima online. and yeah I feel the new feedback outlets of modern gaming make GGG only hear what influencers say. |
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