GGG - Stand true to what you said about player feedback

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A good way to solve the problem with some part of comunity is not happy with game difficulty, is creating anothe level o difficulty (easy). But the char created in that way, cannot change to other difficulties, like normal difficulty. Its to avoid players to start in easy to reach late game faster and then change it to normal.
This way, casual players going take fun with game (always in easy) and when they feel confident, maybe they try create a new char in normal difficulty.


Then you just end up like POE1, An easier massively more popular mode, and a much less popular hard mode. Which then begs to argue, why focus on the harder mode so much?
Last edited by Nothv13#0740 on Dec 9, 2024, 2:49:38 PM
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The thing you totally missed about Diablo 2 is the difficulty scaled up. Even in 1.09 and earlier you could basically cruise through normal and nightmare pretty easily. Blood moore was a non threat even in 2001. Thats where this game gets it wrong, from the moment you leave town its sweaty gaming.

This game gets it right. We don't need areas where you just "basically cruise". 3 sequential difficulties were Diablo 2's BIGGEST mistake by far, and even worse - it got picked by other game devs and so we have some ARPG gems like Grim Dawn STILL repeating that old mistake and then trying hard to fix it (and eventually GD allowed you to skip right to last difficulty).


Well said. GGG was their own target audience and made a game for players like us, then dollar signs in the eyes.... I respect it, I understand it, but you did that game. Now make your real vision for those of us they alienated.


The problem you have here is that you believe GGG made PoE1 decisions to maximize the dollar amount they were trying to earn which isn't the case. There are a ton of design decisions they've made or refuse to make that would have brought in a lot more players.


The fact that you want to highlight a game like Diablo 2 as a comparison then back pedal on it when it doesnt fit your narrative is very interesting. The reason why Diablo 2 had such a devoted following is from this Mantra, you ready?


Easy to beat - Difficult to master.


Diablo 2 was never designed to be extreme difficulty. It was designed to be simple with depth. The fact you want a hard game is completely fine, but don't try and use D2 as an example then try and ignore why that game was successful. Hilarious.
Last edited by Relationship#0359 on Dec 9, 2024, 2:56:59 PM
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1-2 regal an hour is wild. We are getting a regal or ex per zone. I address my thoughts on the large zones here: https://www.pathofexile.com/forum/view-thread/3609221


I was exagerating a bit since it's better at lvl 50+ with MF, but before that, it's hard to get new gear, especially solo. You say "we are getting", so I guess you're playing with a team and you're most probably at endgame now. It's expected you're going to clear maps way faster, more loot per hour and all in a group and maybe the game is clearly intended towards co-op play.

I'm playing solo since release. It's a bit of a chore and you lose your non acquired drops on death. Even if you don't die, loot is scarce and completing a campaign map can take 30 minutes or so while you're alone, sometimes more when you're lower level. Then there's the issue that the game crashes every 45 minutes to one hour (Windows, DirectX12 issue something), so while solo, you have to remember where you went through the map as it gets reset upon crash and there's no one to guide you/tell you you already went that way.

Still, the overall difficulty is fine except maybe Trials which are probably too hard for melee. The loot could definitely use some tweaking.

It's early access, and some things will change. I'm perfectly content with how the game feels, but I really want more ways to craft the items I want/need to progress. I want to change my old lvl 35 bow so bad.
Last edited by pyrocyborg#0256 on Dec 9, 2024, 2:48:57 PM
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I was exagerating a bit since it's better at lvl 50+ with MF, but before that, it's hard to get new gear, especially solo. You say "we are getting", so I guess you're playing with a team and you're most probably at endgame now. It's expected you're going to clear maps way faster, more loot per hour and all in a group and maybe the game is clearly intended towards co-op play.

I'm playing solo since release. It's a bit of a chore and you lose your non acquired drops on death. Even if you don't die, loot is scarce and completing a campaign map can take 30 minutes or so while you're alone, sometimes more when you're lower level. Then there's the issue that the game crashes every 45 minutes to one hour (Windows, DirectX12 issue something), so while solo, you have to remember where you went through the map as it gets reset upon crash and there's no one to guide you/tell you you already went that way.

Still, the overall difficulty is fine except maybe Trials which are probably too hard for melee. The loot could definitely use some tweaking.

It's early access, and some things will change. I'm perfectly content with how the game feels, but I really want more ways to craft the items I want/need to progress. I want to change my old lvl 35 bow so bad.


Both. We have some solo guild members, and some of us are in a team. Our solo members are actually a little further than us cause group scaling felt weird.
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The problem you have here is that you believe GGG made PoE1 decisions to maximize the dollar amount they were trying to earn which isn't the case. There are a ton of design decisions they've made or refuse to make that would have brought in a lot more players.


The fact that you want to highlight a game like Diablo 2 as a comparison then back pedal on it when it doesnt fit your narrative is very interesting. The reason why Diablo 2 had such a devoted following is from this Manta, you ready?


Easy to beat - Difficult to master.


Diablo 2 was never designed to be extreme difficulty. It was designed to be simple with depth. The fact you want a hard game is completely fine, but don't try and use D2 as an example then try and ignore why that game was successful. Hilarious.


Idk what you mean. My entire team likes to play P8 difficulty with P1 loot -- even from A1 normal. The challenge is what makes it great, overcoming and solving is what makes it great.

I disagree that it should be easy to beat. We don't need a free walk in the park -- PoE1 is that way. Earning the victory is what makes this unique and what made D2 unique. Baseline balancing in d2 was arguably too easy until hellmode.

Beating it by using the tools offered to you is what is fun. PoE2 has that, people aren't using the tools is the problem. PoE2 IS missing some stuff, but it's not zoom power creep, it's more interesting choices and opportunity cost contention (which makes sense, its EA).
Last edited by Kaboinglefop#0955 on Dec 9, 2024, 2:57:46 PM
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nah its pretty easy to see percentage of player base isn't happy. And while there are a lot of people playing, that doesn't really mean much. Lot of games have large player numbers a launch still end up less than postiive reviews.



Yep, I know a TON of people coming from diablo or just following the twitch meta that are going to quit before act 3 or play the campaign and just never touch the game again.

The huge player numbers are good, but they are a false sign of the game's health.

Within a month the overwhelming majority remaining around will be wanting massive changes or a new PoE1 season.
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The problem you have here is that you believe GGG made PoE1 decisions to maximize the dollar amount they were trying to earn which isn't the case. There are a ton of design decisions they've made or refuse to make that would have brought in a lot more players.


The fact that you want to highlight a game like Diablo 2 as a comparison then back pedal on it when it doesnt fit your narrative is very interesting. The reason why Diablo 2 had such a devoted following is from this Manta, you ready?


Easy to beat - Difficult to master.


Diablo 2 was never designed to be extreme difficulty. It was designed to be simple with depth. The fact you want a hard game is completely fine, but don't try and use D2 as an example then try and ignore why that game was successful. Hilarious.


Idk what you mean. My entire team likes to play P8 difficulty with P1 loot -- even from A1 normal. The challenge is what makes it great, overcoming and solving is what makes it great.

I disagree that it should be easy to beat. We don't need a free walk in the park -- PoE1 is that way. Earning the victory is what makes this unique and what made D2 unique. Baseline balancing in d2 was arguably too easy until hellmode.



Earning the victory when appropriate is completely fine and something that should be expected. However, you shouldnt be earning a victory when fighting 3 white skeletons.

Baseline D2 was designed as a ramping up experience where you use the Normal to learn the game and adjust to the skills and monsters you fight. Nightmare adds to monsters defense then hell was meant to be overly challenging.
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Gkek#1581 wrote:
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nah its pretty easy to see percentage of player base isn't happy. And while there are a lot of people playing, that doesn't really mean much. Lot of games have large player numbers a launch still end up less than postiive reviews.



Yep, I know a TON of people coming from diablo or just following the twitch meta that are going to quit before act 3 or play the campaign and just never touch the game again.

The huge player numbers are good, but they are a false sign of the game's health.

Within a month the overwhelming majority remaining around will be wanting massive changes or a new PoE1 season.


This was my problem with PoE1. Look at my packs under my avatar. They alienated me for 6+ years to cater to a bunch of people who will drop small amounts. Me and my modest guild of 8 can never outspend them. It's a damn shame.
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Nothv13#0740 wrote:
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A good way to solve the problem with some part of comunity is not happy with game difficulty, is creating anothe level o difficulty (easy). But the char created in that way, cannot change to other difficulties, like normal difficulty. Its to avoid players to start in easy to reach late game faster and then change it to normal.
This way, casual players going take fun with game (always in easy) and when they feel confident, maybe they try create a new char in normal difficulty.


Then you just end up like POE1, An easier massively more popular mode, and a much less popular hard mode. Which then begs to argue, why focus on the harder mode so much?


We already have the "easier" mode. I dont want to say PoE2 is hard. It's just different and has unique problems to solve, it's just obvious approaching it like you did PoE1 won't work.
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Nothv13#0740 wrote:
"
A good way to solve the problem with some part of comunity is not happy with game difficulty, is creating anothe level o difficulty (easy). But the char created in that way, cannot change to other difficulties, like normal difficulty. Its to avoid players to start in easy to reach late game faster and then change it to normal.
This way, casual players going take fun with game (always in easy) and when they feel confident, maybe they try create a new char in normal difficulty.


Then you just end up like POE1, An easier massively more popular mode, and a much less popular hard mode. Which then begs to argue, why focus on the harder mode so much?


We already have the "easier" mode. I dont want to say PoE2 is hard. It's just different and has unique problems to solve, it's just obvious approaching it like you did PoE1 won't work.


I am convinced that a majority of the difficulty complaints are either people trolling, or people who haven't bothered to look into crafting / disenchanting / random gear from Finn / increasing resistances / literally engaging with any game mechanic whatsoever.

They can safely be disregarded.

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