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I’ve always disliked the trend of simplifying everything and calling it "fun." Having to repeat bosses multiple times is normal.
Is it fun losing your map after one death?
Is it fun losing your citadel after one death?
Is it fun losing fates after one death on Trialmaster?
Is it fun losing other bosses invitations after one death?
How are you supposed to learn the fights in the endgame when one death means you can't even learn mechanics and need to spend hours (if not days) regrinding the key to the boss?
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Posted by_ZLoBny_#7128on Dec 30, 2024, 6:24:09 PM
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In my opinion, PoE2 should move away from punishing mechanics entirely or at least give players the option to avoid them. If the goal is to retain players and attract new ones, providing choices is essential.
Challenging gameplay is fine—I enjoy difficulty—but frustrating and seemingly pointless punishments alienate most players. Mechanics that feel unfair or impossible to counter aren't fun and don’t help the game grow. For example, XP loss is an outdated concept. It doesn’t add value to the experience; it only frustrates players, especially when they face poorly explained challenges they’re unprepared for.
These kinds of mechanics—like losing maps, wasting trial coins, or suffering XP loss—don’t just punish players; they undermine their investment and enjoyment. Over time, this can lead to rage quits, as it did for me in PoE1. I got tired of punishing, unexplained systems that felt like a waste of time and effort. That’s not how you keep players engaged or happy.
It’s a misconception that PoE1 succeeded because of these mechanics. The game thrived because of its depth, variety, and frequent updates—not because of frustration.
A better approach for PoE2 would be to offer freedom of choice. Leagues already provide a framework for different playstyles, so why not expand on that? Here’s what I propose:
Hardcore League: Similar to PoE1—if you die, you lose everything.
Punishing League: Includes XP loss, map loss, trial coin loss, and other hardcore mechanics for players who enjoy this level of challenge.
Casual League: No XP or map loss, no trial coin penalties, and more freedom to experiment with builds (e.g., free respec points).
By offering these options, PoE2 could appeal to a broader audience while still catering to its core players. Let each player decide how they want to experience the game, and you’ll likely see better player retention and satisfaction.
No.
Last edited by Poe2WarriorMan#6401 on Dec 30, 2024, 6:26:05 PM
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You don't spread playerbase thin with multiple game modes. You just retain more players who wouldn't be here if there was only the original game mode.
I'm sure a few would be disappointed to not have casuals in the market game though.
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Posted byVinsdvalh#0247on Dec 30, 2024, 6:30:56 PM
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You don't spread playerbase thin with multiple game modes. You just retain more players who wouldn't be here if there was only the original game mode.
I'm sure a few would be disappointed to not have casuals in the market game though.
And it boils down to the market.
So, keeping the market in the game, means that GGG can't implement changes that makes more players, more happier in the game.
So, the solution is to get rid of the market, so that people can freely enjoy the game as they see fit?
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Posted byAkedomo#3573on Dec 30, 2024, 6:36:42 PM
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"games are all about NOT easily giving players what they want".
let that sink for a while...
try to get into the role of someone who has to create a game full of challenges
try again
No no, the other players don't need what they want but just give me the easy win button. There should never be any consequences for failure, in fact I should just win every time.
Seriously, some people just seem to want a movie that they click through and pretend they accomplished something at the end.
Difficulty modes are a terrible idea, it's an online game with multiplayer and trade as key elements. Segregating the player base is stupid, and you will never balance things for everyone.
Instead, they could just continue to make the game they intended. That game already has a solid audience that enjoys it and some that really like it. Build from there, and those that want an easier game have other options.
This take about segregating the player base doesn't make much sense. The player base is already spit across 4 modes and as soon as they add a league that'll double. Or are you suggesting they remove all the other modes and just have one i.e. league SC trade?
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Posted byFrigidMT#7044on Dec 30, 2024, 6:43:40 PM
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You don't spread playerbase thin with multiple game modes. You just retain more players who wouldn't be here if there was only the original game mode.
I'm sure a few would be disappointed to not have casuals in the market game though.
And it boils down to the market.
So, keeping the market in the game, means that GGG can't implement changes that makes more players, more happier in the game.
So, the solution is to get rid of the market, so that people can freely enjoy the game as they see fit?
Not only the market, you have players who build their currency making on killing bosses for casuals.
Some conspiracies even state that some of them invest RMT early in the league to be strong fast and get their money worth by selling services in game.
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Posted byVinsdvalh#0247on Dec 30, 2024, 6:44:05 PM
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"Different game modes would water down the trade market".
No it won't.
If you make POE2 into a ruthless mode simulator the people that do not enjoy that will not play it just because that's the only option.
They will play another game.
Do you think POE2 is mandatory?
That it's some mandate from God to play no matter if you find it fun or not?
Come on.
The reason a lot of people don't want several game modes and difficulty modes are for one reason only: They want brownie points for accomplishing something few people do in a computer game, because they do not accomplish much in life besides that. Why do I say that?
That is the only reason why anyone would try to gatekeep others from enjoying a game in a different game mode.
I quit POE2.
If they remove xp penalty on death, and losing maps upon death, as well as balancing aspects of the game better in a game mode, I'll gladly play it.
In fact, they could make an easier game mode that is SSF only with more drops.
People would love that, and it won't affect the more hardcore players one bit.
And if they think it's "watering down" the trade market for them, they are arguing the EXACT SAME POINT I AM.
Last edited by eldheim#2436 on Dec 30, 2024, 7:14:53 PM
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Posted byeldheim#2436on Dec 30, 2024, 7:13:29 PM
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I think you're trying to say GGG should remember this is a game... and games should be fun.
Good luck with that.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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I agree with everything you have stated, however I feel that GGG does not read its own forums, and only listens to a very small percentage of its actual player base.
Sadly this small percentage are the elitist make this game as punishing as possible to push people away. This will crater GGG if they do not start wising up and listening to the community in its entirety.
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Posted byAvindor#4128on Dec 30, 2024, 7:21:43 PM
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I think you're trying to say GGG should remember this is a game... and games should be fun.
Good luck with that.
especially multiplayer online games need winners and losers, so the winners have some feeling of superiority.
what's your understanding of "fun"? permanent rewards? being able to smash hordes of monsters in one stroke?
i mean you can always go back to lower level areas to feel superior..
age and treachery will triumph over youth and skill!
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Posted byvio#1992on Dec 31, 2024, 5:20:47 AMAlpha Member
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