GGG You forgot Games are supposed to be fun

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karsey#2995 wrote:
I find the players with these complaints are always similar: the kind who don't really play the game at it's face value - which is a somewhat challenging puzzle that's supposed to be figured out and overcome as you discover new elements and potential solutions through experimentation and practice.

They are mostly playing a derivative made-up game that resembles something closer to a pvp economy-simulator, and this is significantly enabled by the fact that they have access to the puzzle-solutions which are being provided by the people who ARE (mostly) playing the game at it's face value.

As most challenging things go, if you're circumventing the challenges by following a guide's solutions, and then your solutions no longer work as well - it just feels annoying and as if you're being punished with now having to overcome a seemingly unnecessary roadblock: unfun.

So players who don't enjoy the recreational problem solving aspect of this game and who also advocate for less of it are actually undermining the foundational element that allows them to enjoy the game in the first place.

It's why GGG seems like they "aren't listening to the players". They just aren't listening to those players - because they shouldn't.

There are a lot of people who play this game who don't actually like the fundamental elements of the game - they really only like cosplaying as a god at a loot-casino, and everything in the way of that is "unfun".

This is why we still have poe1 lol.


A hundred times this!
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karsey#2995 wrote:
I find the players with these complaints are always similar: the kind who don't really play the game at it's face value - which is a somewhat challenging puzzle that's supposed to be figured out and overcome as you discover new elements and potential solutions through experimentation and practice.

They are mostly playing a derivative made-up game that resembles something closer to a pvp economy-simulator, and this is significantly enabled by the fact that they have access to the puzzle-solutions which are being provided by the people who ARE (mostly) playing the game at it's face value.

As most challenging things go, if you're circumventing the challenges by following a guide's solutions, and then your solutions no longer work as well - it just feels annoying and as if you're being punished with now having to overcome a seemingly unnecessary roadblock: unfun.

So players who don't enjoy the recreational problem solving aspect of this game and who also advocate for less of it are actually undermining the foundational element that allows them to enjoy the game in the first place.

It's why GGG seems like they "aren't listening to the players". They just aren't listening to those players - because they shouldn't.

There are a lot of people who play this game who don't actually like the fundamental elements of the game - they really only like cosplaying as a god at a loot-casino, and everything in the way of that is "unfun".

This is why we still have poe1 lol.


The game is designed like a slot machine casino, hence why people need the currency. Otherwise they are stucked and can´t upgrade their builds because unfortunely it is the second game of GGG where ground loot is absolute trash and barely worth to pick up
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Fun is discouraged, trying things is gated behind paying other people to get supplies.

I think the game is designed around a fake day trading job first and ARPG second. And it shows.


That is a false statement as fun is subjective. What you mean is your fun is discourage so lets leave it at the face value it really is.

I'm not sure if the player driven economy was ever an intended thing but it emerged by it self through these very forums from player driven stores. It got so big that the forums really couldn't support it as Im sure you can imagine all the "bumpage".

The important thing to remember here is that even before trading blew up good gear was hard to come by and this how it has always been.

It is literally in the studio name "Grinding Gear Games", the "Grinding of Gear", and the founders have said several times that grinding for gear was their inspiration.

The gear is not gated by the market, it is gated by the grind that you are not willing to endure because it is not your fun.
Last edited by Snooke#4557 on Jan 6, 2026, 1:41:55 PM
Fake day trading is not fun. And is not a game. This is an arpg not a make poor guys feel special simulation because they copy a farm method and become the lower rung for RMT. Game is missing in the game.

Also if your point was true you could actually play the game and FIND loot.
Last edited by LordKillius#0678 on Jan 6, 2026, 1:52:02 PM
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Fake day trading is not fun. And is not a game. This is an arpg not a make poor guys feel special simulation because they copy a farm method and become the lower rung for RMT. Game is missing in the game.

Also if your point was true you could actually play the game and FIND loot.

I found your posts about your son not enjoying himself to be heartfelt and sad. But I think you're off the mark here.

The problem IMO is the lack of goals between campaign and ubers. And the lack of goals after ubers. You need either a lot of game knowledge or a lot of patience, to save up for 20 levels, until something happens. Then, after it happens, there's nothing to do except grow your currency hoard like a dragon.

The game needs lots of quests. The speedrunners can skip them, but your son can follow the quest objectives and he's guaranteed a small power up every couple hours of gameplay.

Chase uniques, and extremely rare rares, should still exist. The problem is right now they're the only thing that exists.
0.4 SSF: Gemling Minions: https://poe.ninja/poe2/profile/DistributedAutomaton-5739/character/CrystalController

0.3 SSF: Evasion-only melee challenge character: https://poe.ninja/poe2/pob/119e9
The thing is my kid can smell that time waste a mile away. While players who are old crusty like ourselves... we are known to put up with.

The curve should naturally deliver your characters to said end game. But me and him would crush a boss fight maybe dying a few times some well timed resurrections all the challenge in tact... only to see us both throw our hands up as it dropped literal dog crap. Well dog crap might be more useful as I could use it for fertilizer. Instead the whites and blues (never for our classes) gets sold for gold to force me into trading since gold has zero other implicit value. The loop sucks. For both old and new players alike.
This game is just about killing monsters in my opinion. I don't care about target farming. I get and use what I get. I'll mindlessly farm for 4 months on several characters and use currency that drops to craft. If I get a build enabling unique, cool; I'll stash it and think about a build that can use it in my down time. Farm for crafting currency, upgrade gear, level alts, repeat. Ubers can be done with trash gear as long as you know the mechanics. For those saying this is a waste of time, be specific; progression is too slow for you. It's as much of a waste of time as anything else.
I only play SSF and it is my duty as one to inform you of my status.
Half of what you mentioned used to be good, but some guy abused the skill at some point and it was nerfed into the absolute dirt, im talking 6 feet under. That's the long and short of it. Most things can't be fun because it ends up messing up the precious economy ever so slightly and is nerfed into absolute oblivion.
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karsey#2995 wrote:
I find the players with these complaints are always similar: the kind who don't really play the game at it's face value - which is a somewhat challenging puzzle that's supposed to be figured out and overcome as you discover new elements and potential solutions through experimentation and practice.

They are mostly playing a derivative made-up game that resembles something closer to a pvp economy-simulator, and this is significantly enabled by the fact that they have access to the puzzle-solutions which are being provided by the people who ARE (mostly) playing the game at it's face value.

As most challenging things go, if you're circumventing the challenges by following a guide's solutions, and then your solutions no longer work as well - it just feels annoying and as if you're being punished with now having to overcome a seemingly unnecessary roadblock: unfun.

So players who don't enjoy the recreational problem solving aspect of this game and who also advocate for less of it are actually undermining the foundational element that allows them to enjoy the game in the first place.

It's why GGG seems like they "aren't listening to the players". They just aren't listening to those players - because they shouldn't.

There are a lot of people who play this game who don't actually like the fundamental elements of the game - they really only like cosplaying as a god at a loot-casino, and everything in the way of that is "unfun".

This is why we still have poe1 lol.


So solve his problem then? Go make a viable build that is able to clear all content at similar pace a Spark Build using Rapid Assault.

You cannot, it just won't happen, ever. What you are saying is how the game is MEANT to be designed. What the OP is saying is that the restrictions on the games items and skills are so heavy handed that it is not like what you are describing at all.

I would say that we all want exactly what you are talking about but the current system is so limiting that what you are saying just does not happen.

There are so many skills in this game that are so poorly designed or have interactions that are just terribly to work around.
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karsey#2995 wrote:
I find the players with these complaints are always similar: the kind who don't really play the game at it's face value - which is a somewhat challenging puzzle that's supposed to be figured out and overcome as you discover new elements and potential solutions through experimentation and practice.

They are mostly playing a derivative made-up game that resembles something closer to a pvp economy-simulator, and this is significantly enabled by the fact that they have access to the puzzle-solutions which are being provided by the people who ARE (mostly) playing the game at it's face value.

As most challenging things go, if you're circumventing the challenges by following a guide's solutions, and then your solutions no longer work as well - it just feels annoying and as if you're being punished with now having to overcome a seemingly unnecessary roadblock: unfun.

So players who don't enjoy the recreational problem solving aspect of this game and who also advocate for less of it are actually undermining the foundational element that allows them to enjoy the game in the first place.

It's why GGG seems like they "aren't listening to the players". They just aren't listening to those players - because they shouldn't.

There are a lot of people who play this game who don't actually like the fundamental elements of the game - they really only like cosplaying as a god at a loot-casino, and everything in the way of that is "unfun".

This is why we still have poe1 lol.

The game itself discourages trying to find solutions on your own and to learn, by having scenarios with punishing time wasting failure.

Dying on a map or corrupted nexus eats your experience and waystone. Losing to the Architect and Atziri results in the temple resetting and not allowing you to try again without regrinding for the right placements. The trials of chaos and sekhemas waste your entire run and tokens and you have to redo them from the beginning, etc.

Costly failure penalties like these encourage people to try and bypass the challenge or get it right the first time instead of engaging with and learning from it naturally because the cost of failure is so high.
Feedback: 0.1 https://www.pathofexile.com/forum/view-thread/3639607

0.3 https://www.pathofexile.com/forum/view-thread/3850769

0.4 https://www.pathofexile.com/forum/view-thread/3906652

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