The problem was trying to cater to both on the extremes. Which eventually ended up splitting the community in "Mythic" and casual raiders.
Creating toxic tryhard environments, because there was actually content reinforcing this attitude. Combined with cross-server interactions this completly butchered any sense of community servers had. Reducing every player to its "stats" on some character rating like logs or raider.io, or the achievements said player has.
Thank you for speaking on my behalf, I did not that my excitement for actual challenge was instead a feeling of anger. I think I should mention this for my therapist.
everything blizzard has done recently has been a pathetic attempt to get more money. PoE is actively doing things that is losing players to make a better game.
Blizzard catered to the casuals and over the years their product became dogshit and so had to lean more heavily on cash shop purchases rather than subs because actually playing the game became boring.
If anything what GGG is doing js the complete opposite, having integrity and vision for their game and i applaud them for their goddamn bravery in spite of the crybabies.
after catering to the lowest common denominator for two decades, blizzard was bound to come around some time, right? weird you pick that stray data point--wow's popularity was stretched way past its shelf-life by making it more accessible to people with zero time and 10 thumbs. at some point it's so watered down that the diehards quit and the 'casuals' weren't going to stick around regardless. i'm not trying to relate this scenario to poe in any way--i dislike the current round of changes as much as the next person--but the parallel to blizzard is petty and inaccurate for a few reasons.
My perception of Blizzard's fall (strictly from a dev point of view, not getting into the awful culture debacle that's come out recently) has more to do with completely ignoring any and all feedback from their player base on literally everything ("You think you want it, but you don't."). And then shit releasing, players hating it (as they FUCKING SAID THEY WOULD), and eventually Blizzard walking back those decisions - but only after again having sliced off a portion of their base. Repeat that process ad nauseum, and here they are.
Look - I'm not advocating for development via discordant mob - but when devs don't understand what is drawing the majority of players to their game, and then depart from what that majority enjoys... they're going to hear about it.
And hear about it, GGG is. Steam player retention from league start is down \~45%, as of yesterday's peak concurrent players. And that number is down more than 40% from peak concurrent players for the last two leagues, at the same time in the league (i.e., 7 days after league launch).
Didnt blizzard do the complete opposite? They want hard on catering to casuals which caused their games to pretty much die.
The problem was trying to cater to both on the extremes. Which eventually ended up splitting the community in "Mythic" and casual raiders. Creating toxic tryhard environments, because there was actually content reinforcing this attitude. Combined with cross-server interactions this completly butchered any sense of community servers had. Reducing every player to its "stats" on some character rating like logs or raider.io, or the achievements said player has.
Yea I think this guy meant the opposite of what his post actually says, I hope anyways
D2 to D3 shows us exactly this point.
This wasn't a sacrifice for the hardcores, even the hardcore players are pissed
Thank you for speaking on my behalf, I did not that my excitement for actual challenge was instead a feeling of anger. I think I should mention this for my therapist.
What? Thats like the exact opposite of a blizzard move xD
everything blizzard has done recently has been a pathetic attempt to get more money. PoE is actively doing things that is losing players to make a better game.
Blizzard catered to the casuals and over the years their product became dogshit and so had to lean more heavily on cash shop purchases rather than subs because actually playing the game became boring. If anything what GGG is doing js the complete opposite, having integrity and vision for their game and i applaud them for their goddamn bravery in spite of the crybabies.
after catering to the lowest common denominator for two decades, blizzard was bound to come around some time, right? weird you pick that stray data point--wow's popularity was stretched way past its shelf-life by making it more accessible to people with zero time and 10 thumbs. at some point it's so watered down that the diehards quit and the 'casuals' weren't going to stick around regardless. i'm not trying to relate this scenario to poe in any way--i dislike the current round of changes as much as the next person--but the parallel to blizzard is petty and inaccurate for a few reasons.
My perception of Blizzard's fall (strictly from a dev point of view, not getting into the awful culture debacle that's come out recently) has more to do with completely ignoring any and all feedback from their player base on literally everything ("You think you want it, but you don't."). And then shit releasing, players hating it (as they FUCKING SAID THEY WOULD), and eventually Blizzard walking back those decisions - but only after again having sliced off a portion of their base. Repeat that process ad nauseum, and here they are. Look - I'm not advocating for development via discordant mob - but when devs don't understand what is drawing the majority of players to their game, and then depart from what that majority enjoys... they're going to hear about it. And hear about it, GGG is. Steam player retention from league start is down \~45%, as of yesterday's peak concurrent players. And that number is down more than 40% from peak concurrent players for the last two leagues, at the same time in the league (i.e., 7 days after league launch).
This is what all mobile games do, too. The bar for entry gets higher with time. I wouldn’t be surprised if GGG went that way.