GGG - Stand true to what you said about player feedback
Have you and your guild even played the endgame?!?!
Its already as zoomey with screenwide explosions as PoE1, just minus the movement speed and the movement skills. I am all for a more challenging experience! I also dont want this game to be like PoE1 even though i love PoE1. But its already there, i dont need a second PoE1. I am all for PoE2 being its own thing, slower, more methodical and more with more challenging encounter design. But right now, thats not what this game is and it is very, very far from that vision. Act 1 - 3 mostly are that way, but that is us without having figured out builds like we did in PoE1. And the player is severely limited in skills, auras etc due to being low level. It is way easier to design adequately challenging contend for that level range! This game will have to undergo massive changes if it is supposed to keep the pace of the first 3 acts of the campaign. Not sure if they have the strenght to pull that of, given how the game is right now. |
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" Come on now. Be honest. There's no reason you need to start off a conversation like this. They're not two difficulties, they're two entirely different games. And PoE 2, given a few months, will probably steer direction away from PoE 1 quite a bit. My question is still valid. " You're right. They don't. You can totally make a niche game that has a very small audience. PoE 1 was that game. It had very low player retention because the game required huge amounts of knowledge, time investment, and ability to withstand frustrating game mechanics. Like interacting with trade. PoE 2 doesn't need to be like that, does it? Do they need to make two games, for 100k regular players? Seems like a waste of money. Do you know how much went into POE 2? Almost 6 years of development time so far. That's quite a bit of cash. " Hmm.. Do you really believe this? Or are you just saying it so your argument feels better to you? There are plenty of examples of games that completely contradict this point. Both being accessible, fun, and enjoyable for a wide range of player types. Elden Ring for instance. Very popular. Difficult. Super fun. Not overly frustrating. Appeals to casuals and tryhards alike. Other examples include, League of Legends, DotA 2, Apex Legends, Fortnite, Rainbow Six Siege. All allow for high skill expression, but are very accessible to your average player in various ways. There's also more, when you look back in time. Those are just popular right now. " Well. You can design a very specific game for specific audiences yes. But that tends to be a money sink. Look at all the MMO's that have tried to capture audiences over the years. They keep making them, and making them the same, with little to no innovation and they all flop. This tends to be a huge risk for a company. GGG would be taking a risk making two similar games for their target audience. It spreads them between two games, increases costs across the board. And it doesn't have a good return. Do we really need two super grindy, largely single player games, with lots of technicals and numbers, and mechanics? And you're going to split ~ 100k players between the two games? And spend what, a hundred million on the second game for that? PoE 1 is a very niche game. Very few play it long term, and even fewer actually play it at the end-game for any significant period of time. PoE 2 is an attempt at making the POE universe, more accessible to more players. Infact, that's why they separated the games. They were changing too much. Don't get me wrong. Casual games can still be decently challenging. And an easy way to let PoE 2 exist, with even harder difficulties, is to offer an easier one for those that don't want to play it. Games have been doing this for years. Some people like a challenge, they pick EXTRA HARD difficulty, some people want a bit of a challenge, they pick MEDIUM difficulty, and some people just want to chillax with a game for 2 hours in the evening before bed, and watch shit explode, and they pick easy difficulty. Why is this not a viable solution to PoE 2 being more accessible? Much easier than trying to make the game appeal to everyone on one difficulty. Why do we need to fight over 'skills' in a video game, when the end goal is to just have fun in them? You have fun, I have fun. We both win. Last edited by Akedomo#3573 on Jan 8, 2025, 5:06:30 PM
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" +10 -) |
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+1 OP
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" Joining in =) |
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" Yes, we have played the endgame, I comment on the zoom in OP. |
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It is actually amazing how few people have mentioned what build they are playing when arguing about contrasting views on how the game plays.
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" If you are referring to me, I have played every ascendancy now. My favorite was earthshatter titan. |
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" I don't really describe these as engaging challenge: Managing to avoid the terrible skills for a class. Choosing to level with Lightning Arrow, Lightning Rod and Orb of Storms. Not getting a content appropriate weapon from the vendors. QTE boss fights with Dodge Roll. Not getting afflictions that brick the run in Sanctum trials. Not getting the Bird boss in Ultimatum trials. The challenges are only engaging when your luck overcomes them. |
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" Target audience that they lost? What? Look at your supporter packs and playtime my guy. They didn't lose you at all, but they're about to lose a ton of people if they keep the game as un-fun during early mapping as it is currently. Ain't nobody looking to play semi-ruthless on every league start. |
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