4 months is enough?
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Season 3 relative to everything before it has been amazing, but in retrospect, is it really where you want the game headed?
Two classes absolutely trivializing every bit of content you create? Lots of classes absolutely and utterly dependent on one or many unique items to be "competitive" not relative to the aforementioned two? People ending their league just a month after release? Theres a lot more, but (ignoring the game's performance in most systems)there just needs to be soooooo much focus on ascendency balance before anything at this point. When I say ascendency, I don't necessarily the passives. In fact, I think the one place where you guys have done the best work is the passive tree. I mean power gain, survivability and role expectations and what you should be gaining and sacrificing based on that for every ascendency. There should be some amount of similarity, with a standard deviation, in the amount of time people stay alive, clear maps, etc. I really think you guys need to re-evaluate your timeline goals and projections. POE2 is raw and needs a lot more time. POE1 is fleshed out and just needs shakeups with content. Please, re-evaluate how and where you spend your time. If you're going to keep calling this "early access", say it like it is. Its a beta, we are the guinea pigs. Thats fine. But, please for the love of all things holy, don't force this product out just because of some deadline. Take more time to get things right - or at least much more in line - before calling it a 1.0. Last bumped on Oct 12, 2025, 1:24:47 AM
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" It doesnt matter if they call it beta or early access. They haven't really talked about a fixed release date. If I remember right, they said something like "we plan to leave it in EA for about a year". But that can change. Ofc they need to add seasons like abyss, because players need a reason to return, otherwise there is no testing and therefore no data or feedback. And a season always pulls in players for like a month before the numbers drop heavily. |
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Instead of worrying out getting players to return as a top priority, it would make more sense to keep players from leaving. Design the economy to not Peter out after just a month or so. This kinda rolls into the whole discussion on rarity affecting currency which is an entirely different and huge subject all in its own rite.
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" is the economy the reason people stop playing or is it because they do all the things they wanted to do for the league? that is to say i wonder if the cause and effect are not in the order you think they are in. how do you prevent inflation? You have to overcome the amount of currency being added to the economy every second of every day, and to overcome the playerbase shrinking. |
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" how about making it so there is more than 20 things worth picking up? or maybe making it so more than 6-7 uniques are actually worth showing up on someones loot filter to even consider picking up? go run t16 with uber strict filter, and count how many things even make it through for you to even consider picking it up and identifying that isnt mostly middling currency that most people will manually make not show up ontop of the what the filter already deletes from their screen. if people had more things to actually spend their currency on, THEY WOULD. if 60% of the playerbase is running the same fucking build or two, it means 100% of the playerbase are only looking to pick up the same fucking 20 things for the builds 60% of the people play.. want to know an easy way to slow inflation? making it so more than 20 things actually sell for more than 5 exalts. (and this goes into about any item/strat/build. precursors? try selling anything without max or 1 off max quant... or w/e the next best 2/3 stats are after this change for example.) if the maximum ammount of the playerbase playing a single build, was more in line of 15% instead of 40-60%, it would mean there are TONS of things to pick up and craft/sell for valuable currency. if we didnt have, for in my example of precursors, such a wide variance of 'good use/sell' and 'bad delete' % numbers, more would be sellable and you would actually pick them up/keep them. how about all those new unique supports they just added... want another example... look up what they all sell for. outside less than a handful, they all sell for 1 ex. but that means this company needs to put the booze down, and make it so other builds, other than bow users and blood mage frost bolt/spark.... can actually clear juiced content. something we've asked forever.... making more builds viable. there were plenty of things i picked up/crafted in .3/.3.1b that would have been awesome for someone playing some off meta build. but why would i even try to sell it? it will sell for nothing, and take forever to do so. how many times do you pick up something and go man... if only ______ was good. this would be worth alot? probably multiple times a day. it isnt rocket science. Last edited by Innuendos#5095 on Oct 12, 2025, 1:23:30 AM
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" i dont think any of this would stop inflation |
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" if you cant see. how having more things for players to pick up and spend currency on... you know.. the thing the inflates... doesnt combat inflation. i dont know what to tell you. |
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