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Charan wrote:
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JoannaDark wrote:
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The game losing players is a myth.
Well that must explain why the rare times i do login, i see all my old buds from CB, offline. Believe what you will, but many people walked away from this game since OB. We can all sit here and trash talk all day with stats from our assholes, but the facts is, only GGG has access to the real numbers.
Promised Land syndrome. Happened to my main account as well. Went from lots of familiar faces online to virtually none of them, and a bunch of strangers constantly messaging me -- thanks, GGG, for allowing them to friend-add me without my permission or even notification, given a full friends list.
But what I'm not sure about is why people left precisely. The game didn't change *that* much from CB to OB. It gained an act, the balance was a bit off, the desync is pretty much what it was in CB in my extensive experience.
I am still of the belief it wasn't the game that changed, but the community. The loss of a consistent in-game chat was a huge impact on the camaraderie found upon logging in. It was necessary, of course, but GGG really fucked up when they made the social side of PoE a 'secondary' factor and relegated improving it to Open Beta rather than Closed.
Thus my statements above.
The game itself is better than ever in my opinion. The new skills are fun, the new supports are amazing, the graphics continue to improve, the additional uniques are interesting. The Skilldrasil still needs tweaking but there's room to move there.
The only thing OB really promised to CBers was no more wipes. Chris knew that this would bring a LOT of people back.
And it did.
Briefly.
But after that absence, I expect many of them felt the game should be much better than it was. Like I said, Promised Land syndrome. And it's now at that point that most people with common sense have come out of the desert and told the Prophet to go fuck himself. Anyone still following him is deemed a fool. And perhaps it is so.
But no more foolish than those who left the flock to seek a real oasis but then heckle at the prophet and his followers, as though THAT is going to do any good at all.
Any friend I ask from my friends list or who I know plays this game, as most of them I know from outside of this game, says the same thing. The game is unbalanced and the customization that was there in CB just isn't there anymore. The overall need to trade to progress is there just like in Diablo 3 and if you stuck an AH and a RMAH in this game, you would have the same issue's that people complained about in Diablo 3.
The hostile nature of the community insofar as trading is concerned coupled with the fluctuating economy and the ever changing concept of "worth" just drives people away. It turns a game, something that should be fun, into a class of economics 101 that you're forced into taking rather than given by choice.
Bottom line is simply that they all said the same thing, they weren't having any fun and chose to do things with their time that they had fun with. Maybe they were hardcore, maybe they weren't. In the end does it really matter? It's 40 people who aren't playing this game.
However you want to view it or rationalize it in your mind or your opinion is completely up to you.
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Posted byWindays#1797on May 22, 2013, 6:57:57 PM
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CharanJaydemyr wrote:
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Seeders wrote:
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But after that absence, I expect many of them felt the game should be much better than it was. Like I said, Promised Land syndrome. And it's now at that point that most people with common sense have come out of the desert and told the Prophet to go fuck himself. Anyone still following him is deemed a fool. And perhaps it is so.
But no more foolish than those who left the flock to seek a real oasis but then heckle at the prophet and his followers, as though THAT is going to do any good at all.
What the fuck? This game isn't the second coming of Christ.
Its a fun game with a decent player base for a new developer still in beta. 2.46 million accounts is an incredible feat for GGG.
I think gamers live in a fantasy world where games are supposed to make their dream world a reality. As soon as that veil has been lifted, a good game becomes rank shit in their eyes.
I'm sorry, I probably should have iterated what I call the Promised Land Syndrome. And it's not about Christ, who didn't even live to 35 years; it's about Moses, who led an entire race to wander a desert for *over* 35 years. It's about despair, not hope. Mostly, it's about the big question: just how long do you follow someone else's dream?
Basically, during the latter days of CB, a lot of people were waiting for this miraculous OB event, which would fix absolutely everything and no matter what you told them. Chris himself stressed that OB wouldn't be a one day thing -- it'd be everything from January 23rd until 'release'.
OB hits and nothing really changes. The 'Promised Land' turns out to be much like the old land, give or take.
This mentality of obviously partly GGG's fault but certainly not completely. Unlike many other devs I've encountered, GGG are not prone to grandiose promises of doubling things and releasing the. best. game. ever!...their biggest crime, if you want to go there, is in conceiving a brilliant game that realistically would take at least twice as many people as they have available to make and maintain at a pace that players would find satisfactory.
My apologies again if my metaphor somehow unnaturally inflated where this game stands.
The thing is, A lot changed just on that one day from CB to OB. Scaling was changed, another act was added, a higher level of play was introduced that let you accrue more passive points. All of this affects balance. Balance in this game affects diversity, it affects economy, it affects everything. It's as if they just scaled everything up and didn't have a concern or the forethought to see the affect it would have on the overall dynamics of the game.
I wasn't waiting for some miraculous event. I was simply waiting to play the game that I had enjoyed with a little more permanence. Now I'm just waiting for that game to become a reality again. From the way it looks, I don't have much hope or trust that it will.
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Posted byWindays#1797on May 22, 2013, 7:07:02 PM
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CharanJaydemyr wrote:
Now there is progress.
I cannot disagree with your perspective, Windays.
Question remains: what exactly changed?
When you (or anyone else) says that we now need to trade to get to/survive end-game, or that the customisation that was in CB is 'gone', can you clearly state how? It is one thing to say 'this is broken' and another altogether to look at what is broken and figure out why.
Or is this like asking someone to do GGG's work for them? ;)
If I was to do their job for them, I would be running broad sweeping balance changes in a closed environment then releasing them to the public beta test and actually listening to feedback rather than trying to dictate my personal viewpoints on what is or is not hardcore and what I do and do not agree with, seeing as how this game is for many players and not just myself.
Of course that would only be if I wanted the game to be successful outside of a niche neckbeard group of try hards who hang on my every word.
Btw, hows that working out for ya?
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Posted byWindays#1797on May 22, 2013, 7:19:59 PM
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CharanJaydemyr wrote:
So in essence, the addition of Act 3 and the subsequent level of Maps broke this game for you?
There was insufficient balance testing of Act 3 pre-OB on Alpha. Of that I have no doubt.
Has the release of an unbalanced PoE acts 1-3, normal-Merciless 4 months ago been neglected then?
Again, I cannot disagree. But I want to be clear: is this the heart of the matter for you? The shift in balance resulting from the addition of a third act? Did that cause everything else 'wrong' with the OB?
I think its the general increase in damage that has made the game favour higher HP far too much.
It's also because of how unbalanced HP is on the passives. Your base HP and passive HP interact perfectly together and you can't compensate no HP nodes through gear(except with kaoms).
You can easily compensate the lack of crit, acc nodes or elemental damage through gear however. You can actually get far higher numbers through gear. People don't enjoy taking HP nodes that much and they feel restricted into making each build with many HP(or ES) nodes and getting those few keystones and offensive nodes.
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Posted bykasub#2910on May 22, 2013, 7:23:44 PM
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CharanJaydemyr wrote:
So in essence, the addition of Act 3 and the subsequent level of Maps broke this game for you?
There was insufficient balance testing of Act 3 pre-OB on Alpha. Of that I have no doubt.
Has the release of an unbalanced PoE acts 1-3, normal-Merciless 4 months ago been neglected then?
Again, I cannot disagree. But I want to be clear: is this the heart of the matter for you? The shift in balance resulting from the addition of a third act? Did that cause everything else 'wrong' with the OB?
The scaling was changed in the open beta patch. Overall mob damage went up irregardless of acts. How was gear factored into this?
Act 3 scaling seems particularly worse, you can easily tell a large difference upon first entering act 3 and for normal and cruel progressing into act 1 of the subsequent difficulty. Act 3 overall feels overtuned.
It's not so much the fact that it was scaled up, as much as it's the fact that nothing else was scaled or balanced with that change.
Maps don't even really feel scaled or balanced, more like a cluster fuck of mobs thrown into an empty area with no thought to balance or how those mobs interact with one another.
Last edited by Windays#1797 on May 22, 2013, 7:35:48 PM
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Posted byWindays#1797on May 22, 2013, 7:25:06 PM
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kasub wrote:
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CharanJaydemyr wrote:
So in essence, the addition of Act 3 and the subsequent level of Maps broke this game for you?
There was insufficient balance testing of Act 3 pre-OB on Alpha. Of that I have no doubt.
Has the release of an unbalanced PoE acts 1-3, normal-Merciless 4 months ago been neglected then?
Again, I cannot disagree. But I want to be clear: is this the heart of the matter for you? The shift in balance resulting from the addition of a third act? Did that cause everything else 'wrong' with the OB?
I think its the general increase in damage that has made the game favour higher HP far too much.
It's also because of how unbalanced HP is on the passives. Your base HP and passive HP interact perfectly together and you can't compensate no HP nodes through gear(except with kaoms).
You can easily compensate the lack of crit, acc nodes or elemental damage through gear however. You can actually get far higher numbers through gear. People don't enjoy taking HP nodes that much and they feel restricted into making each build with many HP(or ES) nodes and getting those few keystones and offensive nodes.
I always thought an interesting way to alleviate this would be to reverse the passives and gear. Have life nodes be static passives, like +20 HP, and have gear be % based life increase.
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Posted byWindays#1797on May 22, 2013, 7:28:01 PM
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CharanJaydemyr wrote:
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Windays wrote:
Of course that would only be if I wanted the game to be successful outside of a niche neckbeard group of try hards who hang on my every word.
Btw, hows that working out for ya?
[Removed]
lol, I saw your initial post.
That particular sentence wasn't aimed at you but more at the Devs. No offense, but it's pretty true. You might not agree with it and I'm not forcing you to, but their design philosophies and decisions have been based around a very niche demographic.
There's a reason there are other game modes and styles in games like CS:GO or League of Legends etc... besides ranked. Would they be as successful, or even still be around, if they just catered to the esports hardcore demographic?
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Posted byWindays#1797on May 22, 2013, 7:30:58 PM
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Could not be bothered reading everything... sorry if I repeat other posts.
Some known reasons why some people quit:
1. Unnecessary Death to character (Hardcore)
2. One Month competitions for E-Peen changed Trades (especially Hardcore)
3. People going to Default because economy dropped because of the One Month Comps: thus result = Hardcore economy is similar to Default... sad
4. No solo incentives for people that can ONLY play solo (computers, timezone &/or connection issues)
5. Real life, where some play other games for Real $$$ or work, life etc.
As for me... I play solo Hardcore only.
Bored of only three (3) acts (would be nice to have more of a storyline and Acts)
I hardly EVER come to this site and post. Only trade in game, not here. I find this site to be annoying to navigate through, as there are too many links.
Real life makes it hard at times for me to get to play with others.
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My view is that "Events" are one major cause of the economy. More players playing in an Event, the Event economy is the higher than the Game economy... yet, once that event (1 month) has ceased, it is an influx into the Game economy at lower rate... it is like Ladder in D2... but Monthly... and the game is just Non Ladder.
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Posted byizParadigmzi#3262on May 22, 2013, 7:38:26 PM
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The whole original post doesn't have anything to do with the game really. Most people who play games never visit a forum ever. The traffic the website has doesn't mean anything when it comes to how many people are playing. It's apples and oranges basically.
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Posted byrahven32#0810on May 22, 2013, 8:07:42 PM
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rahven32 wrote:
The whole original post doesn't have anything to do with the game really. Most people who play games never visit a forum ever. The traffic the website has doesn't mean anything when it comes to how many people are playing. It's apples and oranges basically.
Pretty much. I'm not agreeing with it either. I just know the game is dead for me and 40 of my friends and judging by some of the responses it's dead for others and their friends as well.
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Posted byWindays#1797on May 22, 2013, 8:13:30 PM
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