PoE 2 servers are restarting in:
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They should be back up in approximately .

Was in coma just woke up

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ShadyC#1006 wrote:


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


Not even remotely true.




Interesting opinion. You think making more people happy would be bad for the game? Care to stick around and have that discussion, perhaps even explaining yourself with a paragraph or two, instead of just posting "nuh uh ur wrong" in every thread I'm in?




Here. For everyone that's not understanding my point, I'll use an analogy to illustrate it from another angle:




Some people prefer fully automatic.

Other people prefer semi-automatic.

Let's even say most people prefer fully automatic.

Why is this company only updating and upgrading their fully automatic weapons, and neglecting all of their semi-automatic ones? It is your argument that they are right for doing this, because their fully automatic sales are carrying the company.

However, I am saying... Surely, there must be a way to put both fully automatic AND semi-automatic on the same weapon? If they did this, then they could put their time and resources into updating and upgrading that one same weapon model. And that model would serve everybody at the same time, with no downsides. There's no reason to keep both modes separated on different weapon models when they could be combined into one model. And then if they did that, then it would be I who could make that confident claim that the hybrid model sales are carrying the company. It would then be me who has the appeal to authority.

If only they could combine fully and semi-automatic firing modes into one model... IF only..........
oh look, another poe1 is dead post, think people been saying that for at least 10 years now...

dead meme is dead
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Phrazz#3529 wrote:
I'm sure there are lots of people asking for that in Elden Ring, but it's probably not going to happen.



There was and still is and thank god they never listened to those people.
Mash the clean
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ShadyC#1006 wrote:


Interesting opinion.


Not an opinion its a proven fact
Mash the clean
[Removed by Support]



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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



Some interesting things here.

1) A lot of these games were not unsuccessful. Well, at least, I can say that Overwatch 1 was successful, Fortnite is obviously successful, WoW was and still is successful obviously, and... I THINK Diablo 4 might be successful, even if we consider it disappointing. As for the rest, I don't know, but I'm sure some of those fit the bill as well. Point being... well, you used them as examples as being unsuccessful, but that's not accurate.

2) Off-topic, but the Auction House was not the downfall of D3. But if you'd like to give me a few meaty paragraphs explaining how it was, I'm all ears.

3) You mention "failing the core audience." Well, Standard players are PoE's core audience - how can this not be the case, Standard existed long before Leagues did. So, that means that GGG failed their core audience, according to your own definition.




Go ahead. Your turn.
Last edited by JC_GGG#0000 on Mar 27, 2025, 2:45:58 PM
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Phrazz#3529 wrote:

"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.


Correct, and definition of rewarding is what scales by difficulty. Being randomly oneshot and penalized on top may be stimulating for some, but there is enough topics on this forum claiming the opposite personal opinion. Amount of mindless grind GGG establishes is already enough toll for a videogame.

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Phrazz#3529 wrote:

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.


This why I mentioned separate leagues, economy is constrained within it. And lets be honest, poe economy can last 2 weeks at most. Month tops if there will be no new money printing bugs this patch. After that economy only benefits 0.5% meta players and the rest leave. Must be intended design:)

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Phrazz#3529 wrote:

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.


Scaling by juice is bait. If you forego juice you won't progress economically at all. Either you routinely farm only max tier maps and pinnacle fragments, or may not bother at all.

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Phrazz#3529 wrote:

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?


No argument here, their game, their rules. Their loss. But to answer your question everything in poe happens within a given league, so nothing will change in terms of activities. Add new leaderboards for new league, and new set of challenge count icons, hope GGG can manage that expense.

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Phrazz#3529 wrote:

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.


A number of AAA projects have story mode and faring just fine. BG3 had story mode and it never deterred players from exploring game further. Of course poe was never about story, but about grind, so no point adding it here. Making a league without exp and map penalties and without critical hits on mobs would be enough.

Elden Ring is nothing like poe because it is not random. You can retry same content until you learn to move. In poe your moves don't matter and if RNG kills you, have to go back for a grind to retry, while still facing unexpected treat variance everywhere.
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ShadyC#1006 wrote:


Some interesting things here.

1) A lot of these games were not unsuccessful. Well, at least, I can say that Overwatch 1 was successful, Fortnite is obviously successful, WoW was and still is successful obviously, and... I THINK Diablo 4 might be successful,




Stopped reading after this.





Mash the clean
Last edited by Mashgesture#2912 on Mar 27, 2025, 3:01:06 PM
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Elden Ring is nothing like poe because it is not random. You can retry same content until you learn to move. In poe your moves don't matter and if RNG kills you, have to go back for a grind to retry, while still facing unexpected treat variance everywhere.


Poe is also not random with every mob having it's own set of set abilities, most of them with very obvious and fair indicators.
So just like in Elden Ring, your movement and the way you play actually does matter.
You can play a zhp build but try to face tank everything with a disappointing result, or you could avoid a lot by just not getting hit and be fine.

The worst enemy is just the player itself, but only if they only set themselves up for failure by either cocky gameplay, or bad choices. Non of that is rng based.
Flames and madness. I'm so glad I didn't miss the fun.
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Phrazz#3529 wrote:
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.

Please do. And also give the example of the cattering and how that made it objectively worse.

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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

Mind explaining in which way? Pretty much every game you cited are games that failed due predatory monetization or by being overall a bad game, not explicitly cattering, but still were succesful if you take only profits into consideration.
Last edited by Z3RoNightMare#7140 on Mar 27, 2025, 3:13:23 PM
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Mind explaining in which way?


What do you think monetizing a game is trying to do?



Seems both you and Shady keep bringing up successful which I didnt bring up at all.



I said they catered and failed their core audience. Which they have.
Mash the clean

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