Thousands hours later: why players drops and how to bring more fun to the game loop

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I apologize, I didn't mean anything negative when I said that. I was trying to say that their community is always trying to rush things.


I got it wrong, was biased by the ragebait galore in most posts.

It's true, often we ask for silver bullets and quick fixes, what I wanted to do was to provide some random ideas - feedback section after all, but I also understand many things, even if agreed upon, require work, balancing, etc.
Early to bed, early to rise, fishing all day, making up lies.
dont tell GGG to add more uniques they will just flood the game with 1000 more useless vendor items and then claim they are chase uniques...its been going on long enough to form a pattern
Nice feedback. I agree with pretty much everything except maybe this

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Fix mapping feeling like a chore (missing a clear short term "how")


Maybe you wanted to say "why" instead of "how"? Mapping seems pretty straightforward unless you're meta juicing every waystone, so I don't see "how" being a problem

"Why" tho I think is a problem because while the idea of the infinite Atlas is to give the player infinite freedom to explore, there's just nothing there aside from one or two interesting unique nodes like untainted paradise. So why explore?

The rest of the "why" pretty much boils down to going through normal maps to drop divs. But then you have 2/3 of the maps with straight up bad layout that only exist to annoy the player, you have one shot mechanics that feel unfair, on death effects...

Anyway, 0.4 will be a very important patch for the game
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iHiems#0168 wrote:
Maybe you wanted to say "why" instead of "how"? Mapping seems pretty straightforward unless you're meta juicing every waystone, so I don't see "how" being a problem


My bad, I meant to say that I don't know what else to suggest about that, so I missed the "how.. to fix". Edited for clarity, thanks man.

Agree regarding 0.4 being a defining patch, although it will have the new class, and they may make it out alive without something groundbreaking. I would expect to see some extra miles tho.
Early to bed, early to rise, fishing all day, making up lies.
They need to tune back the 1-click screen destroyer, we don't want this to be PoE 1.
I was loving it and thought the last patch was good....until I realised I had to kill a boss every map. Insta log out. I am praying this is made optional.
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I was loving it and thought the last patch was good....until I realised I had to kill a boss every map. Insta log out. I am praying this is made optional.


I don't personally see an issue with it, but I'd bring back the rare on minimap and clearing rares as another option other than just bosses. It makes you happy for not having to clear boss, and me happy so that I can see the rares again.
Early to bed, early to rise, fishing all day, making up lies.
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HashBob#0163 wrote:
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GGG needs to state clearly what's the core philosophy for POE2 is, i.e what's their ideal of fun, and be consistent with it.


I've said a few times that it has felt like PoE2 is being developed by two separate people who don't agree on the fundamental design idea.

The early game is slower and detailed, while the later game is fast-paced and enriching. And this can work as a core concept, but certain classes have slow combos they have to survive through, while others are so unrestrained they can do their combos and avoid combat entirely. It's a universe apart in game design.


Very good way to put it, I take issue with difficulty scaling and even rarity, Higher tier maps = enemies do more damage, thats it, thats how difficulty is handled and scaled, this is whats resulting in all the random 1 shots from an enemy I didn't see that was on the edge of my screen, and every boss attack almost 1 shotting regardless of armour/evasion, core game caters to energy shield and even ranged classes, rarity is just a joke, you dont realize how much of a difference it makes untill you start mapping with someone else and notice 100% more yellows/higher tiers and greater currency... as a solo to compete you need around 150-200% rarity its actually ridiculous, like maps should be harder and give better rewards with more players, not to the degree it does though, and no buff to SSF... like, any other singleplayer arpg theres a way to increase rates while farming, even online arpg's like Last Epoch have found a good fix for this, can choose to join a faction that increases all drop rates but disables trading(so SSF in poe2) or can choose to join the trading faction, all items dropped from the first faction are untradeable so if you do decide to switch to trade league, you can still use all that gear, just cant trade :) POE2 would benefit from this in SSF, or even for solo players to compete
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Haziza#1519 wrote:
They need to tune back the 1-click screen destroyer, we don't want this to be PoE 1.


I would agree with you, but I believe it is too late for that, so I'm settling for a more balance screen destroyer.

I believe if they tune down the zoom zoom it will be even more complaints, we tasted chocolate, can't take it away now.
Early to bed, early to rise, fishing all day, making up lies.
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Jobama#9902 wrote:
I take issue with difficulty scaling and even rarity, Higher tier maps = enemies do more damage, thats it, thats how difficulty is handled and scaled, this is whats resulting in all the random 1 shots from an enemy I didn't see that was on the edge of my screen, and every boss attack almost 1 shotting regardless of armour/evasion, core game caters to energy shield and even ranged classes, rarity is just a joke, you dont realize how much of a difference it makes untill you start mapping with someone else and notice 100% more yellows/higher tiers and greater currency...


Honestly, I'd delete rarity the way they did with quantity in PoE1, at the same time it's a good added difficulty if you want to go fast and hit hard. Maybe more balancing is all it's needed?

Another interesting point you make is about difficulty scaling, I think just scaling numbers is uninspired. They are not lacking creativity - although reusing assets is a core philosophy -, so I would expect something more.

Random encounters like in Fallout 1 and 2? Boss-ridden maps? Not sure, but something on the side of "more numbers"
Early to bed, early to rise, fishing all day, making up lies.

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