Player retention reflects the state of the game.

"
bloomhead#3858 schrieb:
"
intersept#1235 schrieb:
Its simple from a players perspective.

Its not fun.

If its enjoyable and fun people will play it for a longer period of time.

The replayable content that GGG gaves us is A - Things that we have seen and been playing in POE1 for 13 years.
And B - Its not content that is fun enough to make u want to to play and much less replay.
The fact that they choose to port from POE1 some of the more boring mechanics did not help. I guess these were just easyer to port and reuse.

Instead of GGG making everything fun and engaging to players so people want to play it more.
They tried to go the easy route.
Make things a chore to do. Lower the ''chance'' of what drops to players item and curency wise. And we will make them play longer to obtain and make things.
The problem is players can feel these artificial ways of making things harder to obtain.
When the orb to rerol my item once costs 1000 exalted orbs and i need a couple of days to farm that and when i do my item can hit 50 diferent undesirable stats and be destroyed for me it becomes a badly made slot machine that they want me to pull the lever of, again and again and again so they can loose my time. That is not enjoyable to me its simply not fun.

p.s I have been playing POE1 since 2013 with some time on and off. I have skiped some league on theyr original release.
But in all these years i have NEVER droped a Mirror. Thats alot of hours and alot of years.

Show us a seasonal game with higher player retention over a longer period of time with the same content as poe2 (hint: half the game is not even playable).
Show us a seasonal game with higher player retention over a longer period of time with the same content as poe2 (hint: half the game is not even playable).[/quote][/quote]


Theres no other game that does exactly this bad game cicle.
Theres ''seasonal games'' but they dont quite do 3 month half azzed untested unbalanced realeases.

Even if there was.
Its going to be dificult showing you a game that goes from 300k last league to 7k
current players. Thats a BIG achievement.

Btw you got 400 current viewers on twitch. Enjoy the suck sess.
I agree that the game is always more popular at the beginning of a league. New toys drop, streamers no-life it, and for 2 weeks my friends list looks like a Christmas tree. Then the hype wears off and suddenly it is just me, my stash tabs, and the crushing sound of map juice being wasted.

For me, as a huge ARPG/MMORPG enjoyer, the biggest problem is that PoE2 feels allergic to actual team play. The only time I really play with others is XP rotas/maps and even that feels like a tax form with extra steps. Outside of that, the game might as well flash a big "Singleplayer Only" banner.

That is a big reason people quit: there is nothing keeping them there. No shared goals, no guild content, no "hey, log on, we are doing X together" moments. Just "run more maps, but slightly differently colored this time."

GGG should really lean into guilds and community. I am not saying "copy-paste WoW dungeons," but... also, I am not not saying that. Some proper group content would not hurt. Give real bonuses for playing together: +50% XP per party member, more loot, more currency, something that makes global chat look like LFG instead of a trade site with extra drama.

Will people abuse it? Of course. People already abuse every mechanic that moves. You cannot design a game around "someone might gain an advantage"; you just end up making everything miserable for casuals. Give the players who work 8 hours a day a reason to log in for 30-60 minutes with their friends and still feel like they did something meaningful.

We already have Path of Exile 1 as the "spreadsheet, min-max, PhD-in-mechanics" version. Why make PoE2 a slightly shinier copy? Let PoE1 be the hardcore lab, and let PoE2 evolve into something where the default/Standard experience is actually chill, co-op friendly, and fun to mess around in. If people want giga-hardcore they can still go to PoE1 or roll into some ultra-sweaty league in PoE2.

Right now I am 90+ and I honestly have no idea what to do besides "run more maps." It is mind-numbingly repetitive. I would love some content that is not just "do more damage": puzzles, funny side-activities, community challenges, weird events. Take a page from Guild Wars 2: that game is over 10 years old and still has a chunky playerbase because it actually has community stuff baked in.

Also, please give us dynamic level scaling. If I want to help my fresh-start friend in campaign, let me flip a setting so my level scales down to the area. My power goes down, we are roughly the same level, and they get XP from my kills. If I keep the setting off, fine, no XP for them. Simple toggle, suddenly I can play with my friends instead of just power-deleting their screens and their XP gains.

Overall, PoE1 is already "ass-hard." PoE2 does not need to be "ass-hard but in 4K." If it is going to be its own game, it needs more community, more reasons to play together, and less copy-paste of PoE1 with different trees. Otherwise, they could have just pushed a graphics update and called it a day.
"I read an article about metrics and how to use Steam DB, and this is deep" kind of post, to be real.
"
intersept#1235 schrieb:
Show us a seasonal game with higher player retention over a longer period of time with the same content as poe2 (hint: half the game is not even playable).


Theres no other game that does exactly this bad game cicle.
Theres ''seasonal games'' but they dont quite do 3 month half azzed untested unbalanced realeases.

Even if there was.
Its going to be dificult showing you a game that goes from 300k last league to 7k
current players. Thats a BIG achievement.

Btw you got 400 current viewers on twitch. Enjoy the suck sess.

So you can't provide any games? And just to be clear, since you kind of have a hard time comprehending: The question was and is: "Show us a seasonal game with higher player retention over a longer period of time with the same content as poe2".

Not comparing content. Not comparing quality. Just comparing player retention over a period of time. Can't be that hard.

Who cares about twitch views? Viewers are not players.
Zuletzt bearbeitet von bloomhead#3858 um 24.11.2025, 06:53:04
So you can't provide any games? And just to be clear, since you kind of have a hard time comprehending: The question was and is: "Show us a seasonal game with higher player retention over a longer period of time with the same content as poe2".

Not comparing content. Not comparing quality. Just comparing player retention over a period of time. Can't be that hard.

Who cares about twitch views? Viewers are not players.[/quote]

"Show us a seasonal game with higher player retention over a longer period of time with the same content as poe2"

I will repeat for you since you repeated your question ill repeat my answer and i will try to be more clear for you since you seem to need it.

There is no other company curently with such a bad buissnes plan.
Theres no other failure to compare it to.
Go to POE2 Steamcharts and observe the freefall chart. Every 3 months les and less coming bk to ''check it out''
So i can not compare GGG going from 350k to 7k curent players in that time frame to any one.
I dont need a comparison to know the game feels bad to play. I played it, It feels bad. Im a player whos giving feedback. Product is not good, do better.

And dont talk to me like i owe you something buddy. I dont need to provide you with anything. Its right there infront of you.
People made an effort and made charts for everybody so we can track it. Go and check it up youself.
Zuletzt bearbeitet von intersept#1235 um 24.11.2025, 07:07:33
"
Jyrlep#4788 schrieb:
I agree that the game is always more popular at the beginning of a league. New toys drop, streamers no-life it, and for 2 weeks my friends list looks like a Christmas tree. Then the hype wears off and suddenly it is just me, my stash tabs, and the crushing sound of map juice being wasted.

For me, as a huge ARPG/MMORPG enjoyer, the biggest problem is that PoE2 feels allergic to actual team play. The only time I really play with others is XP rotas/maps and even that feels like a tax form with extra steps. Outside of that, the game might as well flash a big "Singleplayer Only" banner.

That is a big reason people quit: there is nothing keeping them there. No shared goals, no guild content, no "hey, log on, we are doing X together" moments. Just "run more maps, but slightly differently colored this time."

GGG should really lean into guilds and community. I am not saying "copy-paste WoW dungeons," but... also, I am not not saying that. Some proper group content would not hurt. Give real bonuses for playing together: +50% XP per party member, more loot, more currency, something that makes global chat look like LFG instead of a trade site with extra drama.

Will people abuse it? Of course. People already abuse every mechanic that moves. You cannot design a game around "someone might gain an advantage"; you just end up making everything miserable for casuals. Give the players who work 8 hours a day a reason to log in for 30-60 minutes with their friends and still feel like they did something meaningful.

We already have Path of Exile 1 as the "spreadsheet, min-max, PhD-in-mechanics" version. Why make PoE2 a slightly shinier copy? Let PoE1 be the hardcore lab, and let PoE2 evolve into something where the default/Standard experience is actually chill, co-op friendly, and fun to mess around in. If people want giga-hardcore they can still go to PoE1 or roll into some ultra-sweaty league in PoE2.

Right now I am 90+ and I honestly have no idea what to do besides "run more maps." It is mind-numbingly repetitive. I would love some content that is not just "do more damage": puzzles, funny side-activities, community challenges, weird events. Take a page from Guild Wars 2: that game is over 10 years old and still has a chunky playerbase because it actually has community stuff baked in.

Also, please give us dynamic level scaling. If I want to help my fresh-start friend in campaign, let me flip a setting so my level scales down to the area. My power goes down, we are roughly the same level, and they get XP from my kills. If I keep the setting off, fine, no XP for them. Simple toggle, suddenly I can play with my friends instead of just power-deleting their screens and their XP gains.

Overall, PoE1 is already "ass-hard." PoE2 does not need to be "ass-hard but in 4K." If it is going to be its own game, it needs more community, more reasons to play together, and less copy-paste of PoE1 with different trees. Otherwise, they could have just pushed a graphics update and called it a day.


Hey GGG, take that post and engrave it on to golden plates with will hang on every single office room of yours.
Edit: And for god’s sake READ IT before you start to do anything
Zuletzt bearbeitet von yetyzyma#6701 um 24.11.2025, 07:57:30
In my opinion that's because:

1) Campaign is way more too long and even boring in some places, then less people wanna playing another character and again struggle with that
2) Just it's my or what - but after 1st act I feel I'm weaker not stronger area from area
3) Ofcourse lacks some classes and ascendancy yet but even with current a lot of skills are useless totally
I believe this is more over "economy" problem. After 3 weeks everything skyrockets in terms of "Divine Orb" trading and currencies are locked like field mine in the game. Abyss covered a little bit on crafting but for general it is still casino machine for crafting. I'd say LE has the best aimed crafting system ever on ARPG games.



The game indeed one button and 1 year of development its a POE1 with better Graphics. Best to start cap out movement speed , attack speed and cast speed like anything that increases speed of the game including bosses.

Meaningful combat means not every attack kills the player and telegprahed attacks really should telegraphed. Lastly reduce resistance penalties from ACTS remove rarity to effect currency drops (high unique chase still there) fix tablets. Fix Spirit gems (they are too costy ) and skill slots they are too few.


Most importantly Ascendancy check for weaker classes. I really would love to play Merc WH but survival of that class is joke. Too much defences in the game also boring. This is a new game for a reason get rid of multi layer of defences.
"
VolkiRosso#4831 schrieb:
I believe this is more over "economy" problem. After 3 weeks everything skyrockets in terms of "Divine Orb" trading and currencies are locked like field mine in the game. Abyss covered a little bit on crafting but for general it is still casino machine for crafting. I'd say LE has the best aimed crafting system ever on ARPG games.



The game indeed one button and 1 year of development its a POE1 with better Graphics. Best to start cap out movement speed , attack speed and cast speed like anything that increases speed of the game including bosses.

Meaningful combat means not every attack kills the player and telegprahed attacks really should telegraphed. Lastly reduce resistance penalties from ACTS remove rarity to effect currency drops (high unique chase still there) fix tablets. Fix Spirit gems (they are too costy ) and skill slots they are too few.


Most importantly Ascendancy check for weaker classes. I really would love to play Merc WH but survival of that class is joke. Too much defences in the game also boring. This is a new game for a reason get rid of multi layer of defences.


I kinda agree with every point :D
And more, the economy part. Theres nothing to agree or disagree. Its a hard fact after second or third week everything becomes unoptainable becouse prices go tru the roof. Price fixers ? Flipers ? GGG themselfs ? Dont know. Dont care. Its not a mee problem its the games problem.
Point is it makes the game somewhat unplayable. Even if i can go on playing after that point i kinda dont want to. It kills my desire to play. So i just go away.
Imagine what a new player experiences.

And this happens everythime.
Zuletzt bearbeitet von intersept#1235 um 24.11.2025, 08:44:11

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