Was in coma just woke up

"
Tomorrow we find out if PoE 2 is alive or dead. If they add FOMO MTX rewards via challenges to bring people back and the game is still bad I might have to give up on PoE 2 for good. Hope we see some great changes.


Less than 150k players will be playing poe2 when they reset it. they will lose 80% of the new players who tried the game.
"
"
ShadyC#1006 wrote:


PoE 1 would be doing a lot better if they found a way to make everyone happy,


Not even remotely true.



How is this not true? Aside from the fact that specific group of players (GGG caters to) need to see others unhappy in order to be happy themselves?:)

Would you try so hard to get 40/40 and other self-imposed grind achievements without feeling you are the best among large crowd (say 20k) players, not just among 500 masochists?

The one difference between "skilled players" and "lazy casuals" is that only former care about how others play their single progression. Never seen a casual arguing against adding some top-end achievements for elite players at the top end. But whenever casuals speak about also adding options for their preferred playstyle (options mind you, not irreversibly changing global rules), elites suddenly go crazy and spam gitgud:)
gr8 b8 m8 8/8
"



How is this not true?


Play a blizzard product if you want an "everyone's game."


Plenty of failing ideas out there for you to enjoy
Mash the clean
Last edited by Mashgesture#2912 on Mar 27, 2025, 11:57:22 AM
"
How is this not true? Aside from the fact that specific group of players (GGG caters to) need to see others unhappy in order to be happy themselves?:)

Would you try so hard to get 40/40 and other self-imposed grind achievements without feeling you are the best among large crowd (say 20k) players, not just among 500 masochists?

The one difference between "skilled players" and "lazy casuals" is that only former care about how others play their single progression. Never seen a casual arguing against adding some top-end achievements for elite players at the top end. But whenever casuals speak about also adding options for their preferred playstyle (options mind you, not irreversibly changing global rules), elites suddenly go crazy and spam gitgud:)


A lot of players (me included) tend to not like games that try very hard to cater to everyone. More often than not, a game becomes much better when it specializes in something, and rather than appealing to everyone, it VERY MUCH appeals to a certain group. What is "best", a 10/10 game for someone, or a 6/10 game for everyone?

Every game doesn't have to cater to everyone. If a game tries too hard to cater/appeal to everyone, it (more often than not) loses something, be that depth, originality, soul, identity or whatever.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
Last edited by Phrazz#3529 on Mar 27, 2025, 12:41:17 PM
"
ShadyC#1006 wrote:
PoE 2 was dead on arrival and had no reason to be made.

But since GGG is stubborn to a self-destructive fault, they insisted on trying to force us to like it, cutting all resources from PoE 1.

And PoE 1 is struggling because they keep focusing on a game mode (Leagues) that only the casuals enjoy; players that see what the shiny new stuff is for a week or two before quitting until next League.

They keep putting all their eggs in the wrong basket.


This cannot be a real comment. 1/10 rage bait.

Leagues are literally hard carrying the game.
"
Phrazz#3529 wrote:
"
How is this not true? Aside from the fact that specific group of players (GGG caters to) need to see others unhappy in order to be happy themselves?:)

Would you try so hard to get 40/40 and other self-imposed grind achievements without feeling you are the best among large crowd (say 20k) players, not just among 500 masochists?

The one difference between "skilled players" and "lazy casuals" is that only former care about how others play their single progression. Never seen a casual arguing against adding some top-end achievements for elite players at the top end. But whenever casuals speak about also adding options for their preferred playstyle (options mind you, not irreversibly changing global rules), elites suddenly go crazy and spam gitgud:)


A lot of players (me included) tend to not like games that try very hard to cater to everyone. More often than not, a game becomes much better when it specializes in something, and rather than appealing to everyone, it VERY MUCH appeals to a certain group. What is "best", a 10/10 game for someone, or a 6/10 game for everyone?

Every game doesn't have to cater to everyone. If a game tries too hard to cater/appeal to everyone, it (more often than not) loses something, be that depth, originality, soul, identity or whatever.


True, but this is oversimplification. While there cannot exist an "everyone game" in genre, narrative, or core loop, a smaller, specific parts of the game are easily scaled and configured, first of all difficulty and UX.

The original quote I was replying to was about poe, not any abstract game, and poe gameplay or content won't change if they add global difficulty modifiers either as options or as separate leagues (if changing difficulty at will remains heresy for them). So far the only argument against this I've seen here was "you should earn your progression", whatever earn is supposed to mean in videogame.

pros:
- more players equals to more renown and more mtx sales

- player will have much more freedom to explore and experiment without eating penalties on every death. No need to bring up PoB on every build change.

- player won't have to prioritize content based on negative stimuli, you can play whatever you want whenever you want.

cons:
- moderate amount of work to implement this. Setting up additional league and additional global multipliers to all monster health and damage per league. I wouldn't worry about this requiring global balance recheck because poe never had a balance:) Oneshots will happen either way, what matters is oneshot frequency per gear investment graph.

- some players would feel their current achievements are undermined by existence of easier league. Imo this is silly and infantile, but yet was expressed here countless times in deadly serious tone by many professional players ("should be earned" and "player skill" posts).
"
Phrazz#3529 wrote:
A lot of players (me included) tend to not like games that try very hard to cater to everyone. More often than not, a game becomes much better when it specializes in something, and rather than appealing to everyone, it VERY MUCH appeals to a certain group. What is "best", a 10/10 game for someone, or a 6/10 game for everyone?

Every game doesn't have to cater to everyone. If a game tries too hard to cater/appeal to everyone, it (more often than not) loses something, be that depth, originality, soul, identity or whatever.

Can you even give any example of a game that actually "catters" to everyone? Can you even define what it is to catter to everyone to begin with?
"
add global difficulty modifiers


"Earn" goas towards rewarding gameplay. For anything to feel rewarding, it needs to (on some level) feel earned. For anything to be an actual achievement, there needs to be a certain "buildup" towards it. And without feeling rewarded, there's no real game left.

----

We first need to look at one of the 37426 elephants in the room. And believe me, there are a lot of elephants in the room when we start to talk about "scaling difficulty" in a game deliberately centered and balanced around an open economy.

The second thing we have to address here, is that the game is already sectioned off into certain difficulties, be that HC, SSF, Ruthless or whatever. And every one of those leagues are also scalable based on the juice you choose to add to your content.

We also have to look on the creative freedom here, and the experience GGG wants to give. They have chosen to go for a PvE game with a lot of PvP "minigames", so to speak. Ladders, market competition, racing and so on. How does scaling difficulty add into that vision? How does it fit?

Lastly, no matter how easy they make the game, no matter how many "easy leagues" they add, there will ALWAYS be someone who finds the game too difficult. Should there be a "story only mode", where you cannot die? I mean, what's the end here, and what's the end goal? HCSSF Ruthless is very hard, HCSSF is hard, SSF is medium, and SC Trade is easy. Do we really need yet another? And when someone finds that too easy, what then?

There are other games out there too, that doesn't offer difficulty settings at all. I'm sure there are lots of people asking for that in Elden Ring, but it's probably not going to happen.

"

Can you even give any example of a game that actually "catters" to everyone? Can you even define what it is to catter to everyone to begin with?


I can give you lots of examples of games that have lost a lot of identity, integrity and depth when their main focus is to make and experience for a great amount of people instead of a great experience for certain people. I don't think it's a secret that money rules, so the pressure to reach as many people as possible is of course present. And to reach as many players as possible, certain things have "to go", like difficulty, hence the other person I quoted.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
"
won't change if they add global difficulty modifiers either as options or as separate leagues


Its not happening.

There wouldnt be aspirational content anymore then. Theres a reason its called that.


"

Can you even give any example of a game that actually "catters" to everyone? Can you even define what it is to catter to everyone to begin with?


Overwatch 1 and 2 (RIP 2, this is the reason why)
Diablo Immortal and 4
Retail WoW
Fortnite
Halo 4 and 5
Fallout 76
Diablo III launch (remember the RMAH? Look it up)
RS3


All catering, and failed their core audience
Mash the clean
Last edited by Mashgesture#2912 on Mar 27, 2025, 2:32:45 PM

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