"Seasons"

Ok, then I misunderstood that part. My bad.

Yes. But if it’s the same content for both options, the majority will simply go for standard. Because they follow the path of least resistance. Even if they end up enjoying it less.
If you place a button with “Get to level 100 with BiS gear”, most people will click it. They will then get bored because there’s nothing left to do, but they will still use it and then leave.

So most people would join legacy, do the content in a couple days and then stop playing because there is nothing else to achieve.

Pretty good. Because PoE does that and their numbers follow the exact same trend as LE’s which doesn’t do that.
So if that was the reason, we’d actually see a much higher retention rate in LE, which is not the case. If anything, the retention rate is lower, although other factors can contribute to this, so there’s no real way to reach a definitive conclusion.

That is the 1% of the 1%. No one else gets 40/40 that fast.
I no-lifed PoE for about a year and I got to 36/40 twice. I never got to 40/40, although most of the time I didn’t no-life the game, just that year.

In fact, I’d say that less than 1% of a season’s players even get to 40/40 at all. Ever.

The big difference is how long it takes to do it. If you have to reset, it takes them 2-3 weeks. If they didn’t have to reset and they could use their gigachad ultra char from last league, it would take them 2-3 days.

I won’t either. But that’s because I don’t have to.
Although I will admit that my retention drops radically because of that. In Season 1 I played less than in 1.0 because I already had strong characters. I logged into my high level FG and immediately respeced and had a working shield bash build.
Killed Nemesis and a bunch of Harbingers and then I got bored.

Yes. But you’re the exception to the rule. Much like a seasonal player that plays the whole season. They’re outliers.
Seasonal players tend to play for a month, for the most part. By then they achieved their goals, seen the new mechanic and don’t feel like they have more to do, so they switch to another game.
Standard players tend to play on and off. They don’t have as much time. They stay away for months at a time and then return to play for a couple of weeks or a couple of months.

The biggest issue with this is that seasonal games, by definition, don’t have many permanent players. They keep switching games for other seasons that are starting. It’s why EHG delayed their release date. Because players will stop playing one game when another one releases a new season. So the number of players that stay for the whole season is a minority.

Which means that your biggest income comes from the big influx of players in the first week or two of a new season. And games do everything they can do make sure players return on day 1. And seasonal players are the ones that do that, not standard ones.

They are not the only consistent ones. They are just the majority of the consistent ones.

I’m not downplaying anything. I know there are dedicated players that will stick with the game. LE currently has 3k. PoE1 currently has 7k. Neither is close to enough to keep the game alive in a seasonal model.

Because, if there is no difference between season and standard, then the vast majority will play standard. Meaning everyone starts with a level 100 gigachad character. Especially the loyal fanbase.

If you allow content to be the same for both and you don’t make content for them, then the majority will play 2 days and be done with the content.

I didn’t make up an issue. You’re not getting it. You introduce a seasonal mechanic that’s supposed to last at least 2 weeks starting from a level 1 character, with a totally fresh start and economy.
If you give the same content to legacy, then most players will play that content in legacy with their level 100 characters already. And they will finish that content in 2 days because they don’t have to grow their character.
So instead of having a huge peak that slowly tapers off over time, as more and more players reaching their goals or get tired of the game, you then have a huge peak that sharply drops off a few days later. Only to stabilize on the bottom with the loyal fanbase.

So instead of PoE having 10k players only in the last couple of weeks of a league, they would have 10k players for 3 months.

If you think I’m making your points for you, then you misunderstood me again.
Streamers don’t play D4 more than a couple of days, despite making a seasonal character, because the game is too easy and they complete the season in a couple of days.

Likewise, if streamers could simply pick their level 100 gigachad character and try out the new content, they would be done in 2 days as well. And just like they don’t keep streaming D4, even though it’s one of the games that gets them the most followers, they also won’t keep streaming LE or PoE once they’re done with the content.
Because it’s boring to keep playing when you don’t have more objectives.

Yes, they do. That’s why in those first couple of weeks are important to have as many players as you can. And the ones that jump on day 1 more consistently are the seasonal ones.

For example, next week LE will launch season 2 and I likely won’t start playing until the weekend. Because I don’t have much time until then.
I might not even start playing in the first weekend because we’re very busy at work and I might not have time then either. Or I might play for a couple of hours.

I don’t know. And that’s the point. If you’re relying on standard players like me (which should be most of them) for the player spikes on season launch, you’re not going to get consistent numbers. You’re not going to get consistent income. And you’re not going to get consistent retention either, because I will be done with content much faster (in game hours) than a seasonal player will, outside of blasters.

Maybe because:

I wouldn’t have any problems with the staggered 4 month content if I knew legacy would always get the same content. Because the content would be fun.
Just like I don’t have an issue with not playing games at launch and waiting for steam sales instead. It takes nothing away from my enjoyment of a game if I only play it a couple of years after it was released.

As for GGG treating standard as 2nd class citizens, I’m pretty sure it’s because they saw their numbers and realized that the majority of their income comes from seasonal players.
Some will also come from standard, but not nearly as much as from seasonal ones. So they leaned into that.

Apparently not, because as we can see with ExSea, it would still be a problem if they have to wait for the content, even if that content is the exact same as it was in the season.

I don’t think any compromise will ever appeal to everyone. That’s just impossible. But there are ways to minimize this and appeal to the majority.
Clearly the D3/D4 models aren’t good for that, since they do seasonal content that never goes to standard.
Clearly the model of both having it at the same time also has huge downsides.

So I think the best compromise you can get is staggering the content, but not like PoE does. Because PoE waters down the mechanics and you never get to really experience them as seasonal players do (not to mention that sometimes they don’t even released it to core).
Having the exact same mechanic, working in the exact same way (obviously with some balance changes being acceptable) is a good compromise to me as a legacy player.

Content bloat isn’t caused by always adding mechanics. It’s caused by never removing them.
The solution isn’t to simply not bring a mechanic to standard. It’s simply to pick a mechanic that’s already a few years old and remove it from the game. Or trim it to become acceptable.

If you do this regularly to the older mechanics, bloat doesn’t happen nor does choice paralysis.

You’re assuming that standard players buy MTX/packs at the same rate that seasonal players do, which isn’t really expectable. In fact, common sense tells us that seasonal players are more likely to buy MTX (using the current PoE model).
So that math doesn’t really hold up.

It actually isn’t. 1 in 100 is closer to the actual number and already a very generous one. The number is likely much lower.
Or at least it was when I last saw studies about this.

That’s still in the game.

That’s also in the game. It’s a dilluted version (but then again, so is every single other one that made it to core), and it took them 2 leagues, but they did make it go core (after player pressure).

It actually isn’t. It’s a good side effect of it, but the reason is simply to save resources (as admitted by Mike on this forum already).
And the reason it actually isn’t is that you don’t control which players go into which towns (it’s first come first serve), so you can easily end up in a town where no one has any MTX.

The fact that it can actually incentivize people to buy MTX is just a bonus.

Yes. Just like I am a forever player of GD. And yet I don’t play it every day. I don’t even play it every year. I simply return to it regularly.
Same for D2. Or many other games.

Yes, some players will play the game constantly. I’d confidently assume that almost all the 3k players in LE for the last months were legacy players. But most people choose legacy simply because of a lack of time to dedicate themselves fully into it.

A no-lifer is a very rare thing in legacy, while being a common occurence in season.

It would be the same thing if PoE released for both realms simultaneously. Because the key phrase here is “nothing to do”. If you start with an already strong character, you consume the new content much faster and are left with nothing to do.

Like you said before, if I just pick my 1k+ character and go kill Aby, I’m done in a day and there’s nothing left to do.
And given the choice, that’s what most players would do (and then complain they have nothing left to do).

I don’t understand what you mean here. D2 ladder exclusive content was always exclusive. The ladder ended and it remained exclusive to ladder.
Everything that was ever ladder exlusive always remained exclusive, including runewords and uber tristram. They were never made available outside of ladder.

Only D2R changed this, where non-ladder gets everything from ladder except the current ladder-exlusive stuff (which is the model being discussed here, D2R already does that).

I played less because basically nothing was changed.
Aberroth was tried and enjoyed… but I wouldn’t have started a new character for it.
The Nemesis mechanic was looked at and I swiftly realized after a few times encountering it that getting a decent item from one of the specific bases there is RNG-Hell, so I lost interest immediately. Good mechanic though.

Basically I played ~30 hours Legacy, with a reset enforced I would’ve played maybe 5-10 at best and be kinda pissed without returning until I’m 100% sure my experience would be substantially different.
The same happened in PoE 1 for me after Harbinger where I took nearly 2 years fully off of the game and after Archnemesis where I only came back when it was dismantled properly again.

Which is better as a result for EHG? I don’t know, both sound bad.

Both directions happen, in varying ways.

Every dedicated person is the exception to the rule, by design.
But nonetheless the exceptions - like forever players - are the core of any functioning long-term community, enforced to have and very important to keep. Games tend to destabilize if the core audience isn’t kept as feedback becomes shifting like the game and hence prone to develop it in directions nobody likes as a end result, disgruntling everyone evenly.

That’s a plain wrong statement.
Unless the game simply ‘stops’ during some time. There’s a group of players which plays and engaged with the product even off-season, substantially in-depth so.

A rather odd take I gotta say.

Yes, the ‘tourists’ which don’t write, don’t say a word but simply come and leave give a substantial amount of money… but the dedicated ones pay larger sums for being less in numbers.
Also they’re not the people you can create the game after since you know jack about them.
You know the core reasons why the game is successful though when the core audience is happy and voices their likings.
EHG is the king leading the nation, but without a good jester a king tends to become conceited and steers off-course.

Doesn’t show the norm of perception though, it’s been fairly clear-cut through the channels around PoE 1 where the issues were… before it shifted away.
I would argue the same perception applies in LE as a general thing.

That’s why it’s a compromise and not an agreement :stuck_out_tongue:
Inherently not optimal for both, but acceptable for both.

Yes, as amentioned, 1 cycle delay simply. Or 4 month delay if a cycle goes extra long.

Could also be shorter… 1 month… also absolutely fine. Just can’t be too short.

Depends on the type of mechanics, for both.

The perception of packs is ‘supporting the developers because of providing a good league’… and also ‘I like how they look’. It’s become fairly common, agreed though for what you’re saying a few years ago.

Oh you sweet sweet summer child :stuck_out_tongue:
A good 70% of the content is gone from it, crafting options have changed… 3 times since it came out? With a major change leading into Standard, massive downgrade.

Diluted is right. Extremely diluted.

That’s what said ‘FOMO’ is about. ‘I could only create things like that during Cycle, so I had to play cycle because of that’ And that’s what’s to be avoided here after all.
Give permanent league players the ability to experience the same and the majority of complaints vanish.

Do I have all the top-end equipment though?
Watcher’s Eye with the right affixes?
Bottled Faith? Headhunter? Mageblood?
The right Timeless Jewel?
Have I finished Heist Progression? Delve progression? Betrayal Progression?
Simulacrum? What about 100% Delirium maps? T17? Uber Maven? The Feared?

99,99% of people including most streamers don’t do all that or only small parts of the list.

You can have build showcases, crafting showcases for specific builds, high-tier content gameplay usually not commonly optimized but just ‘managed to get through’.

The game just has a massive amount more width to work with, you won’t run out. A new player starting today won’t run out of content to experience for at least 700 hours of active play-time I would argue, unless following a pure meta-build right away.

Sorry, my bad, forgot about that entirely.
Thanks to D2R it shifted out of my mind.

How is it wrong or odd? PoE has 10k permanent players. Those are the ones still left when everyone else leaves. It’s a small fraction of their seasonal peak. LE currently has 3k.
Everyone else isn’t a permanent player. They’re a player that plays for a while and then leaves, doing this over and over again.

I’m not even talking about those. I’m talking about all the regular players that have played PoE for multiple years, but never more than 1-2 months at a time. And the reason they keep coming back regularly is seasonal content.

I meant that the people that stand on opposite ends of the spectrum will never find a solution that pleases both. Either one, the other or both will leave.
The compromise is only for everyone else along the spectrum, which are the ones that make the majority of players anyway.

Yes, but it made it to core. It didn’t make it in the “full form” of the league, but then again, no league does.

It being dilluted is what I pointed out as being the difference between what GGG does and EHG shouldn’t do.

Yes, or close enough that you don’t want to bother farming for better (other than the season uniques).

That doesn’t matter for the current content. If you haven’t finished them all after years in standard it’s because you don’t want to.

So you plug your level 100 character, immediately go farm the new fangled mechanic like Ancestors (the last one I actually played for a while) and you finish it in 2-3 days. That’s the point I was trying to make.

Everything else (meaning the older stuff), if you really want to do it, you do it in your off-time, at leisure. It’s not something that will bring you back for a day 1 launch.

Are they? Or have they returned simply?
How would you know?
From the 3k portion of LE, how many are ‘forever players’?
Do those players also take short pauses? Like… playing another game they found to then return to LE as their main game?

There’s a lot of things which play into it, but ‘non-stop’ playing is not what a ‘forever player’ is. It’s a person which has LE as their first and foremost game and will repeatedly return to it even with pauses… usually not as substantial as ‘2 years’ though.

The same goes with basically any other game. There’s very very few exceptions to that, and those usually are the top of the top in terms of skill simply because they do it so much… even someone learning slow will surpass a fast learner with excessive effort after all.

So… umh… a larger portion of the streamers included hence? :stuck_out_tongue:
I dunno, that sounds like a decently healthy cycle to have, giving yourself some time to recover, but coming back.

Mind you, that’s not what the majority of players is, they often skip cycles in favor for other games or play only a fraction of what their time allows.

Umhh… a compromise is simply 2 different stances which can’t exist in their full at the same time to find common ground allowing each side to gain a substantial amount without removing the core thing important to it basically.

Why wouldn’t a compromise between different spectrums possible?

Ritual did.
Heist did.
Delve also actually did (I think some small changes were there for fossils?)
Betrayal did.

To name a few.

But even then… the power behind the mechanic wasn’t delivered. Sure, no more nets needed (which were useless anyway by the end because of necrotic ones) but also a large amount of crafts removed, very major ones.

So once again… FOMO. Lost the chance to craft with those things and get something great because there was no reset.

Once more solved by first bringing it over to Standard and then later on changing it.

I finished em all, outside of Feared, because I didn’t get to it, got a mirror-tier craft in the making still which I focus on, so I never set em up simply.

But… even if I go and farm Ancestors… if I enjoy Ancestors I will stay and do that for a week… a month… heck… I’m doing a switch between Harbinger and Abyss now since nearly a year without changes, got a Strongbox/Incursion setup too but don’t do it, the other stuff is simply fun.

That’s absolutely wrong… I come back exactly since something new is there.
And then I stay for everything else even if it’s not good :stuck_out_tongue:

Not necessarily, it depends how it’s done. Certainly, not all CT programs wipe progress.

Then they’re QA (employees) not CT (voluntary testers).

And that would never happen elsewhere (can’t be arsed to do a search for the “nerf during leagues if it’s a bug” poll, but that’s what I was going to link to).

Furry muff. It’s your time & your money.

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Did you mean different parts of the specturm? The spectrum is the same.
What I mean is that the people that are in the absolute opposites of the spectre can’t coexist because their stances are exclusive to each other.

For example with mastery respec:
There is a small number of players that won’t play if that is even an option.
There is a small number of players that won’t play if they can’t do it every day.
You can’t compromise with them. Either one or the other gets what they want (or none of them do).

What you can do is compromise with the rest of the spectrum:
-The ones that won’t play with a free respec
-The ones that won’t play with a cheap respec
-The ones that won’t play if they can’t respec occasionally
-The ones that won’t play if they can’t respec at all

With these you can try to reach a compromise. But you can never reach one with 2 totally opposite sides. Because for them, budging even a little in the spectrum, even if it’s next to them, is already too far.

They did not. Because while the mechanic was kinda untouched, the amount you could interact with it decreased a lot.
During heist you were finding coins left and right. You could literally do a handful of maps and then spend the rest of the day only doing heist.
When it went core, you now have to find the chests, which might or might not show up and farm them to be able to spend the day doing heist.

That’s what I mean by it never being the same. It’s always dilluted. During the league you get the league currency in huge showers. You are always interacting with that mechanic. In standard you’re not.
Like delirium mirrors being available in almost every map during delirium league and then becoming much more scarce in standard.

What I mean is, it stops being the prime mechanic and simply becomes a side-mechanic.
And frankly, the problem is making it a prime mechanic in the first place.

I actually wanted to get back to address this.

Given the regularity of the numbers, yes, I’m fairly confident to say that they are. The end of season numbers for PoE are actually very consistent. This means that it’s mostly always the same players.
Likewise for the 2.5k players for LE (it only went up to 3k with the hype).

There will always be a few that stop playing and others that return, but those have to be a small minority. Otherwise the numbers would jump around a lot more, going up to 12k one day, going down to 7k the next, etc.

So the majority of the 10k PoE players and the 2.5k LE players are mostly always the same ones.

Yeah, last I heard only 10% of PoE players touch standard, which further incentivizes leagues and the live service model.

I do feel for people like you, it would be cool if new league content could be available concurrently with the rest of us, but I guess it just doesnt make sense financially.

Most people like the fresh start, been like that for many years.

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It’s an interesting question. How many people like a fresh start compared to how many accept a fresh start since it gives them the new league-specific content?

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True, initially it did. The quantity of interaction.
But the power behind it stayed the same at least. You could still interact with it like it was, just less.
And even that has been majorly remedied by now as well thanks to the scarab system. Nigh non-stop Delve? No issue, I think currently it takes… 3 maps or so to fill up a maxed tank for it? That’s a lot of time to run stuff inside and the return usually is more scarabs then one can use up specially for Delve itself then.

So the dilllution is not upheld in the same way as before. Formerly it was ‘10% of the time’ basically, which burned people wanting specific content out, especially since it wasn’t readily available to simply be done when that style was the most enjoyed, you couldn’t buy access either.

That’s actually one of the major plus points of GGGs modern system… player agency is massive by now. If they would get their grip properly on Core implementation and also treating Standard players properly? LE would simply be a side-note for me then.
But… that isn’t the case, so here we are, with me waiting to see if LE does well without going the same nonsensical route PoE did or not.

Yes, I agree with that fully!

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Using only common sense, from years of experience and interacting with players in these games (because there are no studies that I’m aware of covering this), I would say the majority don’t care about the fresh start.
Given the choice, with all things being equal, most would not choose a fresh start. It remains to be seen if that would be a good thing or not for retention.

That’s probably fair. I haven’t played PoE1 for a while, so I’m not aware of the more recent changes.
There was already some of that when I stopped playing, mostly via atlas tree and waystones (and scarabs as well), but it all felt more like a mechanic for the grinders than for the casual player. I stopped playing around Scourge, for reference.

I think I mentioned it before already, by now PoE is worth trying out again, and if only to see the differences in style it’s gotten with those implementations… as well as how they work out in the grand picture of the game.

And yeah, Scourge was a very big ‘sweaty’ time for PoE… not really fun at that time, too many issues overall which only got worked out afterwards with LE setting some baselines and players flocking over because of it.

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I don’t think so. As far as I understand Poe 1 players (not much tbh), after all seasonal challenges are done, there is no point to play anymore, for most players. Otherwise, playerbase wouldn’t decrease so drastically by the end of league. They are playing new league not to check new content with old characters, but to walk that path again.

Or we can look at it this way. Every ARPG player wants to progress his character. If they would want to keep improve current character even though there is not much they can do after almost everything was done, they would keep do it, they wouldn’t need new league for that. But they don’t.

You do realize that only a very small percentage of players ever reaches 40/40? Even 36/40 isn’t achieved by most.

Again, you’re looking at it from the point of view of a player in the top 1%. Most players don’t have anything close to a finished character by league end.
And the reason why they simply start a new one, rather than going to standard and working on it, is because they’re locked out of the new mechanic. It’s mostly because of FOMO that most people do this.
Given the choice, most people would simply do what takes less effort to do, which is to continue with the same character.

This has been true since D2, where many people joined ladders only because it was the only way to get the best runewords.

Most players don’t give a single shit about the 40/40 to be very plain here.
It’s only incentive for a few.
So no, that doesn’t uphold.

But it’s a multitude of factors, each on their own not very important, in conjunction though very much so.

I don’t totally agree with your second part here,
IMO the fun thing about arpg is progression, lvling up feeling more and more powerfull; let’s be honest 80% of that progression is made in let’s say 20% of the time taken to get to 100% min max, that means when you’re at 20 hours (80% of power) you still need to put 4 times more hours to get to 100%. And league start let’s you enjoy all of it again with clear stash tabs etc, with the added benefit of new content that you interact in that 20 % of time giving you more “dopamine per hour”

The values here totally pulled out of my ass but I don’t think I’m wrong.

I won’t comment anymore on this post, it feels like everyone’s peeing in a violin (french expression). No side truly wants to reach an agreement*, and they honestly never will because it’s the internet and it just feel pointless to see 77+ replies saying the exact same thing for both sides with just a change of syntax and gramar.

*You think you do, but you don’t, cause no one talked about any concessions

Except you DJSamhein, you seem cool headed and rationnal.

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Why they are stopping to play then, until the next league? I think it’s an indicator that they did what they wanted with their character and don’t want to deal with him anymore. Adding some new mechanic would not change things so much that they suddenly would want to keep improving him.

Maybe not challenges then, but most players have some scale where they decide that they basically finished this season. They don’t want to finish remaining things in the next season. If they would want to finish them, they wouldn’t need to wait for the next season to do it.

I think the most common phenomenon is ‘I’ve had enough playing’ and simply waning away.
Otherwise we would generally see people playing until Maven at least, since she’s the core progression ending… but that’s never been the case. Nigh nobody dealt with Shaper when Shaper was the end-boss… and the same went with Elder, uber-elder, Sirus and now Maven. The situation has never changed.

Same goes for equipment goals, people generally get close but it taperes off as the progression rate also tapers off. Everything costs 1 div is doable for many… but getting multiple 10 div equipment pieces for someone with not as much skill is ‘too much’ to keep them engaged.

Still the main reason behind the stop of progression is I personally think the curve going too steep simply.

All other reasons also playing into it on the side… simply what I personally think is the most likely.