POE2 violates every single game design pillar that made POE1 great and successful

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rifraf-_-#9478 เขียน:
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Messnejah#1099 เขียน:
Before I start, let me say that I hate POE2 and I love POE1.


You are not the target audience. Plain and simple.


I remember that Jonathan or Marc said that POE2 hasn't specific target audience. Maybe here the problem is, that's POE2 wants everyone to like him but because of weak representation of features for certain target audiences not everyone likes POE2
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ForsesGIT#6499 เขียน:
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rifraf-_-#9478 เขียน:
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Messnejah#1099 เขียน:
Before I start, let me say that I hate POE2 and I love POE1.


You are not the target audience. Plain and simple.


I remember that Jonathan or Marc said that POE2 hasn't specific target audience. Maybe here the problem is, that's POE2 wants everyone to like him but because of weak representation of features for certain target audiences not everyone likes POE2


I love POE2. A game for everyone is a game for no-one. Same goes for PoE1; it's not a game for everyone.

You know which game is for everyone? Diablo 4. That game is complete shit.
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rifraf-_-#9478 เขียน:

I love POE2. A game for everyone is a game for no-one. Same goes for PoE1; it's not a game for everyone.

You know which game is for everyone? Diablo 4. That game is complete shit.


That's nice to hear, enjoy the game dude. Hopefully, after some changes I'll enjoy it too. I would recommend give POE1 a try in 3.26 while waiting 0.2.1 or 0.3 (hehehe) :3

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I love POE2. A game for everyone is a game for no-one. Same goes for PoE1; it's not a game for everyone.

You know which game is for everyone? Diablo 4. That game is complete shit.


Thing is, how many players out of the 250k that played 0.2 love the new direction, and how many only stuck and stick around to see if they change it?

I'd say the average gamer would rather play something closer to D2 with modernized systems than the friction-heavy methodical vision the devs sometimes apply when developing PoE2, but only time will tell.
I will only respond to the item part:

I think the problem is not quantity of items. It's plenty of items. I think the problem is that everything related to items is rng. This is the same rng problem every arpg is plagued with: Your only agency as player to improve the quality of items that drop is by increasing the quantity of items that drop. That's why clear speed will always reign supreme.

The only way to alleviate this would be elements of deterministic crafting to give the player agency over this. In the current state what goes as crafting is full on rng with some crafting items improving odds. And it doesn't help that you are additionally limited in your crafting by the number of bases you get.

Just to give an example: Say I want to craft an ilvl82 strength shield for myself. I use white bases for it. It's already hard to come by the bases - they either can drop from bosses in lvl80 maps, rares + bosses in lvl81 maps or generally in lvl82 maps (which are incredibly rare in 0.2).
1.1) So I start with "essence of the body" (gives life) -> to get max tier life on my shield I have a 9.09% chance.
1.2) Then I do "greater essence of the infinite" (give attributes) -> to get max tier strength on my shield I have a 12.5% chance.
1.3) Then I slam it twice with exalts and try to fracture it -> to hit one of the two mods I have 50% chance.
2.1) I use another white base and use the "essence of flame" -> to get max tier fire res on my shield I have 11.42% chance
3) I try to combine them in the recombinater
3.1) I have a 25% chance have a successful recombination
3.2) I have a 50% chance that the fractured mod will be transfered

So, to get a shield with max tier life, max tier strength and max tier fire res I will on average need:
- 1478 white ilvl82 base strenght shields
- 1408 essences of the body
- 128 greater essences of the infinite
- 70 essences of flame
- 256 exalted orbs
- 8 fracturing orbs
- about 200 expedition artifacts

Of course there is some potential optimization here with reforging items and yadda yadda (but let's ignore that because it doesn't chance it in the grand scheme of things).

The prospect of doing this "crafting" for a shield with top tier mods in life, strength and fire res is absolutely daunting.
I have like 20-30 of each smaller essences in SSF after 300 hours. I hardly have any greater essences. I have gotten maybe like 8 fracturing orbs in total.

And this is one of the items where this route has "decent" chances. Others like weapons, rings or amulets are way worse. So, all in all you don't really have the agency in this game to craft a relatively irrelevant "side item" with 3 top tier mods on it.
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Messnejah#1099 เขียน:
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bloomhead#3858 เขียน:
So basically you're saying: poe2 should be poe1 with better graphics.


Basically yes. It's in the name after all, it should be Path of Exile game.

POE1 graphics are really ugly and dated.
It's not that big of an issue, since gameplay and systems are so good, but it would be nice to have it improved.

POE2 is just POE1 ruthless mode.
I wish devs would have told us that.



Thank you sir

P.S

I am a Dog and i will just drop my load and leave on to the next post
Path of Exile 2 has many issues, but statements like the original post title are far too broad to be taken seriously. "Every," is a whole lotta stuff :P

I refuse to read it because the original title is deceptive, but I know the OP has some good stuff to say. Just needs to take off the angry filter first.

xXredruMXx

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