How We're Developing Our Next Expansion Differently
Wait you arw actually going to test your content this time??
No way Ill believe it when i see it (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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IF this works out its the best news I've seen in a couple years at this point. More polished is more important than more changes and ALWAYS has been. As someone who was ready to entirely wash my hands of Path of Exile for a few leagues after Heist if not until PoE2 this was a welcome change in the direction the developing strategies were heading.
I'll definitely be checking out the first couple weeks of the next 'expansion' now and I truly hope you guys deliver on this and continue to focus more on making sure existing content is up to par than overwhelming us with new flashy things that dont work and often break everything. tl;dr Big ups if true; will believe it when I see it as others have said. I get abused by GGG staff every time I post because I started the Fix Your Game meme. Pathetic and unprofessional.
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no one cares until you give us a trading & inventory system that wasn't out of date in 1999.
do that first, & then we can talk about your dev cycles, the moon cycles, or any other cycles you want. | |
Admittedly, this announcement... Feels kinda empty and fluff-based. Even though it sorta feels like you acknowledge some problems that I've been preaching about for the past few years. I'll admit; it does appear exceedingly difficult for a developer to admit that there maybe MIGHT have been some sort of miscalculation on their part. (admittedly, from my experience GGG is among the most reluctant to admit a mistake)
Hence, I guess it's a big thing at all that terms like "feature creep" to even be openly admitted to the public. (even though, again, I've been encouraging others in the community to circulate these concepts for a number of years now) Though, a few points stood out that I wanted to address: " While in some ways this description has truth to it, it's potentially misleading:
The tl;dr of the above: Since 2017, PoE has been able to see big first-2-week surges of players each league, but hasn't seen major growth there in 3 years. Meanwhile player retention has dropped compared to 2015-2017. My opinion on that observation is that GGG needs to, above all, focus on improving player retention, and consider how their development pacing reflects the best sort of investment-versus-return there, compared to big, flashy launches. " This is actually a consistent pattern... And the former is an understatement. It's been pretty common for a league to fail to launch with all its content available at first, with players having to wait 1-4 weeks for certain parts to be committed to production. This indicates that in terms of planning, GGG has been extremely aggressive in trying to maximize how much content they can put out in each release... And as a result, this causes times where the estimate was too aggressive, and the deadlines couldn't properly be met. And while Heist is currently the highest-content league in PoE's history, before then, the title was held by a prior league, and before that, a different league. Delve and Betrayal were particularly notorious for having far more content and work needed over any leagues to come before them, and some follow-on leagues (Synthesis immediately comes to mind) arguably raising it even further, while not really any post-Synthesis leagues really dropping down to the amount of content of Incursion or before. (Metamorph League on its OWN would've been on the same tier... Had it not also launched alongside the entire huge "Conquerors of the Atlas" expansion) The tl;dr here is... GGG had been following a continuous trend of larger and larger leagues/expansions, and it has yielded problems with meeting deadlines, as well as bugs. It's safe to assume that with larger expansions has come bigger budgets spent on development as well, which becomes questionable when, as I illustrated before, GGG's player growth has been effectively stagnant for 3 years. " This whole paragraph actually misses the big points when people have been talking about feature/content creep, namely that there's been two big problems: power creep and content bloat. Even though both are pretty closely related, they definitely should be explored individually:
the tl;dr of the above: "Feature Creep" is only the tip of the iceberg. The real problems with the game's rate of adding new content & features come from the twin issues of power creep & feature bloat, which make the game increasingly hostile to new & returning players, and harming player retention. This is something that should be addressed with emphasis; while existing content can't feasibly just be removed from the game, it would probably be a good idea to rework it into something that provides players both with better control over it, as well as an easier understanding of what's expected of them to maximize it. There's strong precedent for this within this game's own development life, in fact: Bestiary League was initially panned as too needlessly complex with too many extraneous elements to actually make use of it. (e.g, net management is/was consistently cited as a big problem, as well as the punishment for accidentally killing a monster) This led to the short-term scrapping of plans to implement the mechanic into the core game, but later it was re-worked heavily; both the crafting side being simplified, (with clearer reward choices) and the actual hunting part made more in-line with the rest of the game; rather than being a complicated "side-game," hunting targets instead became more a twist on a more typical big enemy/boss fight, with Einhar entirely handling nets. At the same time, access to several leagues' worth of content (namely Bestiary, Incursion, Delve, and Betrayal) were all rolled into a new system to make their encounter rates more deterministic. If this approach was used to re-work existing mechanics, this could yield a big improvement to how accessible the game's content was, and improve player retention. " Time will tell if this actually proves to be meaningful, or whether it proves an example of "too little, too late." While left glaringly absent from any mention, this game has become rather infamous (even beyond its own community) for how buggy its new content tends to be... And the game has many, many (quite possibly hundreds of thousands) of former players that were turned off from the game after some experience with it, often citing things such as the game's power creep, bloat, and bugs. (It's made it rather difficult for me to personally recommend it to others: most of the time I try, the response I get is that they did play it, and didn't like it; usually for reasons like those I just described) Talking big about scaling back the ambition of new content and improving content testing is a start, but just that: a start. We'll see whether this marks a new trend, or a failed attempt to break out of the sort of "limbo" (however nominally successful) the game has sat in for the past 3 years. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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can make basicaly daily mtx and effects wich wont contribute to gameplay whatsoever is just mindblown.
i feel disqusted by this game,brink of just rage vendor everything and just call it quits. tryed other build than bow. meh just not for me. i like bow. elemental based. used explosive arrow it was ok with barrage support for single target. whyle still unable to kill sirus. i do good dps but still not enugh but it was nerfed, now back at galvanic arrow for single target. wich is even worser. i just cant play this game anymore. just afk in hideout and sorting tabs. why im doing this no idea, game wont change next day or daily it stays like this forever. people say bows are for magic find only. geez shut up already. mf is dead year ago. dont even care about it. i just want to roam thru content with bows. and not in tier 1 maps. just why ggg disrespect theyr players nerfing good things for bow and keeping nebulis bs in. i dont even care about harvest going core. theres just not enugh good mods wich could help having damage and survivability. either i have nice defence and run one map 10 minutes or damage running map in 2 minutes and dying 5 6 times till ports gone and go again. this game sucks. yes i cry out. maybe some kind person can post this on reddit and ggg can read this. sarcasm fk archnemesis.
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Good job, guys.
We appreciate the transparency you have always provided. Try to hit a good work-life balance. We want our friends at the GGG studio to enjoy what they do. We'll be here to enjoy your game when it is ready. Cheers. |
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Glad you all at GGG are moving in a way that you are comfortable with supporting!
It's a great game, and I love the fact that the experimental release is number 3.13 Last edited by WulfgangAdair on Oct 21, 2020, 5:25:24 PM
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not to be rude, but i dead ass dont want another atlas upgrade. i honestly want a new story or a new way to level through the game. because after a certain amount of time of playing poe and doing the main qiest over and over you just start skipping it. then it becomes a chore. "let me do this so i can get to the fun part". im sure the main quest is due for a over haul for both new player and vets. im not vet but as someone creeping up 2k hours and made like 30 characters the main quest feel like i have to grind so i can start really grinding. on top of that i would like to learn more lore and story pieces in general.
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" you have no idea. watch some speedruns of oot or any other game and see how many glitches it has. ocarina of time can be done in less than 8 minutes. you wouldn't run into these bugs casually, sure, but zero bugs is not true at all. | |
Anyway we're all waiting for PoE2 so whatever you do guys is okay just don't let us down on PoE2.
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