The Vision is TRASH.
" people are not gonna play poe 1 anymore, the game is undeveloped for the last 2 years, even if the new league will be released, it will be another "buy time league" for poe2, the people see it, you will see it |
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" I'll continue to play PoE1 but PoE2 will become my main. Hopefully they keep the pace of these patches up because it's feeling more like an EA with the constant improvements. By the time 0.3 comes it should be in a much better spot. |
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PoE 2 needs atleast 7-10 years to cook. It's nowhere near ready for release.
The best solution is to leave Jonathan and one intern to work on PoE 2 and more Mark back to PoE 1 as lead dev. Then move everyone else over to the PoE 1 team. This way PoE 1 can thrive again, unmolested by the disaster that is PoE 2 (as they initially promised) PoE 1 thrives. Jonathan and his one intern get to follow his vision. Everyone wins! |
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i think most of us will be dead when the game leaves EA if the realeases continue this pace. xD
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TL;DR: Meaningful combat is something GGG and JR have no experience with. The only way they could hope to implement meaningful combat is by destroying a lot of what made poe1 so replayable and successful. Poe2 is guaranteed to fail with the current vision because the vision is incompatible with poe1-like success or the player-base.
IMO to understand why poe2 is hopeless, and the copium like "it just needs some changes, it's just in beta, it will be great, poe1 is over a decade old etc" is nonsense, one has to look at poe, specifically at the success of poe, and then consider poe2 in that light. So why is poe successful? Fundamentally the answer is replayability. Then you can get lost in arguing why it's so replayable, is it the crafting depth, the skill tree, the atlas tree, the variety and complexity of juicing, all the different mechanics, the zoom zoom, the face tanking, the gems and sockets, the way you can convert almost anything into anything else, is it the trade and economy? It's all of those things and more; it's the bloated over complexity and the freedom players have to do things in interesting and different ways... but did you notice anything missing? I'm sure anyone reading could pick out a load more things that make poe1 replayable and lead to its success. But how many would say "it's the combat!" Almost no one would. It's irrelevant to poe's success, and lets not forget that any success poe2 has enjoyed is 100% due to poe, one way or aanother. Naturally some may think: but wouldn't it be great if we added meaningful combat? It would make the game EVEN BETTER, wouldn't it? Well how do you make meaningful combat? 1. You have fights which change depending on your skills/gear/class etc (very difficult, ggg has 0 experience, way beyond them) 2. You have fights which always go the same way and homogenize how players are meant to approach them; potential power has to be strictly controlled, movement speed, movement skills, anything that could trivialize any boss mechanics must be closely regulated and kept within a certain range of values which doesn't trivialize the combat. Even if you do 1, or 2, you still haven't cracked replay-ability, and while "kill it 3rd try" is excellent for accessibility and single play through solo games, it's also a philosophy that necessarily makes trivially easy combat once you've done it once. Now this wouldn't be a problem by itself, the real issue with this "vision" is that in order to do 2. (and they have to do 2; doing 1. is not realistic for GGG, and still doesn't guarantee the kind of replayablity that poe1 has) you have to sacrifice a huge amount of what made poe1 successful. GGG's strength has been essentially as a maker of interesting lego pieces. They might have some idea about how the players can put together these legos, but ultimately they get into the players hands, and the players figure out all kinds of interesting and often "game breaking" things to do with them. All the excessive complexity and knowledge, with corresponding rewards for learning is what drive poe replayablity; on that first play through some one might just fall in love with crafting and start learning all about some aspect of that, some one else might get really into builds and spend 90% of their time in pob, another person just likes the idea of bossing, another wants to blast maps and see loot explosions... it's all this VARIETY, and the ability to go into anything that takes your fancy and find depth and progress in it (and then explore other aspects of the game... or ignore them completely if you want) that make poe replay-able and successful. Then you get the leagues adding/changing stuff, oh wait not anymore. Never mind. Still even when they had leagues, I think a key part of poes replayablity is that sure, everything is wiped, but your knowledge isn't. And that knowledge matters. Every time you play you can do this faster, optimize something else, know how to craft that cluster cheaper and easier with fossils and ilvl restriction, or whatever tricks you learnt, they stay, next play through you can see the impact of your investment in the game, more of the game and more power opens up to you every time. With the combat focus, well everything has to be structured around keeping the combat "meaningful", so even if there was depth and complexity, it would be irrelevant since it would give no real advantage, in the name of keeping combat meaningful. |
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" Yup the in game purchases like support packs that show up on the forums near your name... I wish GGG financial success i am big fan of the company. I just don't see you supporting it. And i do see most of the old school support stepping back, so go ahead and pick up the slack i am all for it. |
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