POE2 disrespecting our time (Post-0.4.0)
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Zones have too few monsters?
I think a lot of zones have too many. I just made a rant post about Drowned City again for starters. Much of the game forces you to fight swarms in choke points and you can't walk forward until you clear. If you're trying to play relatively casual, do things around the house, and do side content along the way, this game takes 40+ hours to get through the campaign. You're absolutely right though that it does not respect your time. |
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" You are mathematically correct about the Revenue, but you are missing one critical piece: The Ecosystem. Yes, the "Whales" (top 1-2%) pay the server bills. But the Whales need the "Krill/Plankton" (the other 98% of us) to survive. The Supply Chain: Whales don't farm their own Bubblegum Currency (Alts, Chromes) or base crafting materials. They buy them from the masses. If the 500k "casuals" quit because of unfair one-shots, the Trade Economy collapses. The Whales have nobody to buy materials from, and nobody to sell their failed crafts to. The "Audience" Factor: Why buy a $500 Supporter Pack if there is nobody in town to see it? Whales pay for the privilege of standing out. If the server is empty, their investment feels worthless. They need a populated world to feel "Elite." So, GGG might care about the Whales' wallets, but they must care about our retention. We are the content. We are the farmers. We are the NPCs that make the Whales feel powerful. If they drive us away with cheap one-shot mechanics, the Whales will eventually leave too, because a dead ocean isn't fun for the biggest fish either. |
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" Actually, we are both right. It sounds contradictory, but it is a Pacing Issue. The "Too Few" Problem: In large, open areas (like deserts or fields), you can often run for 20-30 seconds without seeing a pack. That is the "Walking Simulator" part. The "Too Many" Problem: As you said (Drowned City is a perfect example), the game loves to stack 50 mobs in a tiny doorway or bridge. This isn't "Good Density"; this is "Body Blocking." They are using monsters as Roadblocks to force you to stop, rather than spreading them out for fun combat flow. It creates a frustrating rhythm: Walk in empty space -> Get stuck in a choke point -> Walk in empty space. And regarding the 40+ Hours Campaign: That proves the "Disrespecting Time" point perfectly. For a genre based on Seasons/Leagues (restarting every 3 months), a 40-hour "Tutorial" is insane. If playing casually takes a full work week just to reach the actual game (Maps), the progression curve is broken. |
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" That is true, if they piss off the majority of players, eventually whales move on and find a new title so ya true that |
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