1 portal and exp loss patch 0.1.1 interview

"
I'll say that I think it is ironic, that OP chooses Tera Online, as an example of good endgame, when that game died, exactly because the endgame became unattractive to the majority of players.

The game was shut down on PC years ago. I find it ironic also because that game was filled with the same type of elitist jerks, that are rampant in PoE2.

I played Tera during beta and almost up to the end. Tera implemented a lot of ways for the more casual audience to have a fun time too, but endgame dungeons was very elitist and there was no way to do see these endgame dungeons, if you weren't min-maxing your gear to the point of the game either being pay2win or you spent an insane amount of daily hours playing(i.e. no-lifing).

Not everyone has to be hardcore
Not everyone has to be a ruthless fan
Not everyone has to be a no-lifer, that has 10 hours a day to play
Not everyone feels like "git gud" is the correct answer to learning mechanics
Not everyone enjoys losing progress, because of a tiny mistake

It was also loud and clear from the chat, during the interview, that majority are not fan of this "1-portal 1-death"-mechanic.

If you do enjoy what I deem to be the "elitist jerks" way of gaming, that's fair, you play your way, but do note that many more casual players, with regular jobs, that just come home from work and want to play a bit in their spare time. Big part of that group will absolutely be turned off by this and are not the type, that would play ruthless leagues either.

We'll likely hear as answer to this, "then go play D4 or LE", but is that really not the same type of gatekeeping and is that really necessary?


Elitist Jerk? There are multiple guilds that helped people do these dungeons and even hard mode. While I agree that the end game of Tera is tuned for semi-hard core to hard core players, you can see casuals try their best to learn the mechanics of the boss and plenty of guilds/people helped them. You can't compare Tera to POE 2 since Tera is a far far more difficult game compared to POE 2 but at the very least, casuals give time to learn and do the dungeons.

You said you played Tera, there were so many good guilds there and not sure why you are only focused on the elitist side of the player spectrum.

If you read my post carefully, this is about GGG adjusting things to make ends meet and those vocal players about this issue needs to extend their hand, else there will be no middle ground.
From a player experience perspective, there is no rational explanation for using a double penalty: XP penalty and portal closing, loss of stone, loss of loot, loss of map mechanics.

Especially since there is no rational explanation for using a single portal mechanism in co-op for the same reason, no.

If I understand Mark and Jonathan, the point is to prevent the player from getting higher level gear too quickly xD So they transferred the flawed design to the player experience. Congratulations.
"
True, I’m still waiting for the possibility to brick an Atlas and start it from scratch.
If players want to relax, they should go play Diablo 4, Dragon Age: The Veilguard, Star Wars outlaws or wait the AC Shadows.


This is the most ridiculous take I’ve ever seen. It’s a fucking game! Games are played for fun, escapism and, yes, relaxation. People who play video games to “challenge” themselves and be stressed out clearly don’t get enough of those things in the real world and need to find other means of getting validation and not ruin video games for the rest of us.
"
"
True, I’m still waiting for the possibility to brick an Atlas and start it from scratch.
If players want to relax, they should go play Diablo 4, Dragon Age: The Veilguard, Star Wars outlaws or wait the AC Shadows.


This is the most ridiculous take I’ve ever seen. It’s a fucking game! Games are played for fun, escapism and, yes, relaxation. People who play video games to “challenge” themselves and be stressed out clearly don’t get enough of those things in the real world and need to find other means of getting validation and not ruin video games for the rest of us.


Oh my god! Just get over the fact that exist people who want to play hard and punishing games. Also apology for not having a stressful life.
Also, I just watch this exact passage and it's 100% not as clear cut as you make it out to be OP. What he said is:
- We've been discussing it internally a lot
- We need more analytics
- We need to tweak things for casual players because things are wrong for them when coming out of campaign
And a lot more of the same "there's issues right now around those topics, we just need to find the right solution".
"
iMirageX#4580 wrote:
"
I'll say that I think it is ironic, that OP chooses Tera Online, as an example of good endgame, when that game died, exactly because the endgame became unattractive to the majority of players.

The game was shut down on PC years ago. I find it ironic also because that game was filled with the same type of elitist jerks, that are rampant in PoE2.

I played Tera during beta and almost up to the end. Tera implemented a lot of ways for the more casual audience to have a fun time too, but endgame dungeons was very elitist and there was no way to do see these endgame dungeons, if you weren't min-maxing your gear to the point of the game either being pay2win or you spent an insane amount of daily hours playing(i.e. no-lifing).

Not everyone has to be hardcore
Not everyone has to be a ruthless fan
Not everyone has to be a no-lifer, that has 10 hours a day to play
Not everyone feels like "git gud" is the correct answer to learning mechanics
Not everyone enjoys losing progress, because of a tiny mistake

It was also loud and clear from the chat, during the interview, that majority are not fan of this "1-portal 1-death"-mechanic.

If you do enjoy what I deem to be the "elitist jerks" way of gaming, that's fair, you play your way, but do note that many more casual players, with regular jobs, that just come home from work and want to play a bit in their spare time. Big part of that group will absolutely be turned off by this and are not the type, that would play ruthless leagues either.

We'll likely hear as answer to this, "then go play D4 or LE", but is that really not the same type of gatekeeping and is that really necessary?


Elitist Jerk? There are multiple guilds that helped people do these dungeons and even hard mode. While I agree that the end game of Tera is tuned for semi-hard core to hard core players, you can see casuals try their best to learn the mechanics of the boss and plenty of guilds/people helped them. You can't compare Tera to POE 2 since Tera is a far far more difficult game compared to POE 2 but at the very least, casuals give time to learn and do the dungeons.

You said you played Tera, there were so many good guilds there and not sure why you are only focused on the elitist side of the player spectrum.

If you read my post carefully, this is about GGG adjusting things to make ends meet and those vocal players about this issue needs to extend their hand, else there will be no middle ground.


Are you sure you played the same Tera? I played on American servers, the ones controlled by En Masse Entertainment. Also, you were the one that brought up this game, that is almost as dead as Wild Star, albeit for different reasons.

There were very few "carry" guilds and also carry guilds is a bad way of fixing what essentially should be accessible to a majority.

Claiming "carry/help" guilds are the way to go, is like saying you need to hire a no-lifer, better player to beat the game for you. Do you really think the solution to people dying in-game, getting frustrated is "ok, get a carry" or "get the elites to go through your build"?
Do you really think the majority wants to fiddle around waiting for someone willing to carry them through content? Is getting a carry or having people go through your build/playstyle? I doubt majority would want that or have time for that.
"oh please let me spend hours of my pastime, to post an image of all my stats and all my gear on a forum, for others to view and give feedback on, during a day or similar to a chat, rather than play the game"

I can't compare Tera to PoE2? I sure can! Should I? For certain, when it's the premise of the topic.

This is feedback and this is also me explaining to you, that community based carrying and advisory, will not solve the issues.
No one likes to be told how to have fun.

If you have fun with an easier game, that's fine!

If you have fun with harder games, that's fine, too!

If you play a hard game and want the game to be easier, or play an easy game, and want the game to be harder, the solution is not to tell the people who enjoy the game as it is that they're wrong.

It's to go find a game tuned to your desired difficulty and let the people enjoying the game as is enjoy it.

This isn't an elitist "gitgudscrub" or "getareallife" comment. It's a reminder to both sides of the conversation that you don't show up to a soccer field demanding to play tennis.

Last edited by Th3Fall3n0n3#6762 on Jan 13, 2025, 1:57:00 AM
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From a player experience perspective, there is no rational explanation for using a double penalty: XP penalty and portal closing, loss of stone, loss of loot, loss of map mechanics.

Especially since there is no rational explanation for using a single portal mechanism in co-op for the same reason, no.

If I understand Mark and Jonathan, the point is to prevent the player from getting higher level gear too quickly xD So they transferred the flawed design to the player experience. Congratulations.



I suggest you watch their recent interview again because they specifically sited their reason and what you wrote is nowhere on that interview.
"


Are you sure you played the same Tera? I played on American servers, the ones controlled by En Masse Entertainment. Also, you were the one that brought up this game, that is almost as dead as Wild Star, albeit for different reasons.

There were very few "carry" guilds and also carry guilds is a bad way of fixing what essentially should be accessible to a majority.

Claiming "carry/help" guilds are the way to go, is like saying you need to hire a no-lifer, better player to beat the game for you. Do you really think the solution to people dying in-game, getting frustrated is "ok, get a carry" or "get the elites to go through your build"?
Do you really think the majority wants to fiddle around waiting for someone willing to carry them through content? Is getting a carry or having people go through your build/playstyle? I doubt majority would want that or have time for that.
"oh please let me spend hours of my pastime, to post an image of all my stats and all my gear on a forum, for others to view and give feedback on, during a day or similar to a chat, rather than play the game"

I can't compare Tera to PoE2? I sure can! Should I? For certain, when it's the premise of the topic.

This is feedback and this is also me explaining to you, that community based carrying and advisory, will not solve the issues.


I'm in Asia and played in North America server. I don't know if this is comprehension issue but there's nothing on my last reply to you about "claiming help/carry" is the way to go. I know what you are saying since I can still remember a lot people not getting help. To simplify things for you, guild helps A person to do B dungeon a few times until player A can join a normal LFG from world chat. The reason why Tera stood that long was because people had the patience to teach other people. If you really played Tera back then, you know how hard it is to carry someone to do dungeon, much less hard mode ones.

Tera shutting down has many sides to its story. Whoever proposed the change on how to upgrade your gear was the start of its decline.

Sure you can compare Tera to POE 2 but to a limited amount. I brought Tera and compare it to POE 2 with how you can learn and be good at the game, not "carry" or any other service you are implying. Like who wants a game full of carries?

The context of what I am saying and your replies are so far off that I am wondering if this was a comprehension issue. I am not belittling you when I said comprehension issue FYI.
Last edited by iMirageX#4580 on Jan 13, 2025, 2:12:42 AM
I agree that both the xp-penalty and the 1-death map should stay. I personally enjoy it and it makes t15+ maps a lot more interesting simply for the risk involved. I sincerely like it.

That being said, I disagree with basically everything else OP said. You have a jerks elitist mindset - and I don't like it.

Anyways, I think it is pretty weird and off-putting, especially for new and casual players, how we go from a campaign with practically infinite attempts at everything to a 100% failstate scenario of "you fuck up once, you lose everything". That is quite a harsh shift of gears.

I would prefer if the endgame would have an increasing death penalty. Say, from Tier 1 to Tier 5 you get two respawns and 5% loss of current xp, from Tier 6 to Tier 10 you get one respawn with 7.5% xp-loss and from Tier 11 onwards you keep it as currently is. You could have Doryani (or whichever NPC is introducing us to mapping later) spout something like "maintaining a stable portal requires significant energy and we can only harness so much... blablabla... reverting the state of time is extremely demanding and requires sacrifice of your life experience... blabla... higher tiers require more energy therefor you get fewer attempts." This would ease players into a progressively harder and less forgiving environment and could maybe make them appreciate what they currently despise - increased pressure and risk involved.
Hold on to yer shite load o´ bloody barnacles on me arse-cockles, me hearty!

IGN: Trapsdrubel
Last edited by Azdrubel#6242 on Jan 13, 2025, 2:18:10 AM

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