POE2 disrespecting our time (Post-0.4.0)
" The most dangerous thing for a live-service game is when the player realizes their time is being harvested rather than respected. You hit the nail on the head: GGG is not competing in a vacuum. When a player decides that playing a 25-year-old game like D2 is more rewarding than fighting the "busywork" of PoE 2, your modern design has officially failed. Complexity should be a tool for depth, not a barrier to entry or a way to pad out play hours. The "King of ARPGs" title is not a permanent shield against bad decisions. If the seasonal model becomes synonymous with "doing your chores," players will simply opt out. GGG seems to think that if they make the game tedious enough, it becomes "hardcore," but all they’re actually doing is pushing people toward games that understand the difference between a challenge and a second job. A game that is more stressful than real-world work isn't an escape; it's a mistake. |
|
" Checkpoints are a band-aid fix for a deeper problem: poor zone pacing and inconsistent map generation. While adding more checkpoints helps, it doesn't solve the fact that some maps are generated as massive, empty corridors where nothing happens for minutes. If a map layout is so poorly optimized that you feel the need for a checkpoint every two screens, then the map generation itself is flawed. The inconsistencies you're seeing aren't just accidents; they are a sign of a procedural generation system that hasn't been tuned for the slower movement speed of PoE 2. Relying on a lucky checkpoint placement to make a map "playable" is not a solution. GGG needs to stop building zones that feel like empty marathons and start focusing on density and meaningful layout design. A "checkpoint" shouldn't be a reward for surviving a boring walk; it should be a functional tool in a tightly designed combat environment. |
|
" Asking for a game that "holds a candle" to PoE 2 is a classic deflection. A game doesn't have to be objectively more complex to be a better experience; it just has to respect the player's time. If you want names, Last Epoch has objectively better crafting and trade/SSF systems that don't require a PhD or a third-party website to navigate. Grim Dawn has better world-building and meaningful exploration without the empty walking simulator gaps. Even D4, for all its flaws, understands that a campaign should be played once, not forced down your throat every time you want to try a new build. But the real irony is yours: You think PoE 2's only competition is other ARPGs. In reality, PoE 2 is competing against every other hobby that doesn't feel like a second job. When players go back to D2, a 25-year-old game, they aren't looking for better graphics; they are looking for a game that lets them actually play instead of doing "busywork" for 8 hours a day. Being the most complex game in the room doesn't matter if the room is empty because everyone got fed up with the friction. Blindly defending the lack of competition is how developers get lazy and games die. |
|
" The "back-and-forth" quest design isn't storytelling; it's just artificial padding to inflate play hours. When a game forces you to load a zone just to see a closed gate or sends you across the map only to tell you to go back exactly where you started, it's not "immersive"—it's disrespectful. It shows that GGG prioritizes keeping you in the game longer over making sure the time you spend in it is actually engaging. Even if someone doesn't mind the campaign, there's no excuse for such clunky pacing in 2026. These "fetch quest" loops belong in an MMO from 2004, not in the supposed king of modern ARPGs. Pushing for an optional campaign skip isn't about being lazy; it's about wanting the developers to realize that the value of their game is in its combat and systems, not in forcing us to be a glorified delivery boy for NPCs. Smooth gameplay shouldn't be a luxury; it should be the baseline. |
|
" +1 my thoughts exactly |
|
" its not about players its about ggg approach to loot and crafting material rate, they took trading league as base line when trading NEVER should be considered as baseline of how game drops items and how often, you cant beat casino with skill. |
|













