Yes, it is.
The difference is that the release trailers, campfire talks and the likes are all direct PR. ‘Here, let us show what we did’ and from there people get excited. Albeit the campfire talks are… yeah… not good. Major amounts of fluff for basically presenting patch notes. That’s annoying at best.
I don’t think LE will manage to do it in the same way though given that people aren’t outright looking forward to the game updating after 1.0 was enjoyable (since it’s the first experience for most) and then nobody heard anything substantial since then, with 1.1 catering solely to top-tier end game players while offering a ‘set and forget’ mechanic (Nemesis) as a mini-bonus interaction wise. And the event was… some liked it, but it was basically nothing new either, just some stronger random mobs which demolished you and caused more issues then good for many builds.
So it’ll be more leaning towards content creators looking into it and then reeling in people not with the regurgitating of the patch-notes and trailers but rather by showcasing the gameplay and saying 'it’s good.
I imagine that the release spike will be surprisingly low actually while retention will be comparatively surprisingly high as people come in more staggered then usually seen in this genre.
Depends heavily. We’re likely to se 0.2 of PoE 2 in March, relative to the league they present it might not be long enough after the start of the PoE 2 league… or rather could also be leaning into the exhaustion of PoE 1 league followed by the PoE 2 league where many streamers go into variety streaming rather then picking up LE again for a substantial time. The market of ARPGs is getting fairly satiated with PoE 1, 2, Torchlight, D4 and LE together. Torchlight is a afterthought because of their monetization methods, D4 is simply a mess… but we got 2 other substantial games of the genre still.
Yes, and never before has Mike overhyped things, said things which haven’t been done or made mistakes I’ll trust it when it’s there and functioning well. Burning with fervor for what one created is a very important part… but it also tends to blind you at the same time to issues.
But I definitely hope - and actually expect - substantial changes.
Bestiary without nets is great!
And Blight without guaranteed crashes is also enjoyable!
But at release-state they were a mess. Much like Harvest mechanically was at the start, or why ever they didn’t remove that annoying limit of memory pieces for Synthesis (which was a fantastic mechanic by itself) or… so many others. Some decisions of GGG are generally baffling, like removing gameplay mechanics when the crafting aspects are lackluster… or removing crafting bits when the gameplay mechanics are a mess for something (Betrayal).
Which, to be fair… shouldn’t be incomplete after a ‘release’ anymore. But here we are
Yeah, absolutely with you there for the quality of feedback, or the toxicity.
But that doesn’t excuse the devs from communicating. They don’t need to communicate with those specific people, but taking the information in (some had bits of the true reasonings behind a mass of anger, which is extremely valuable nonetheless) and answering to more civilized topics regularly is a basically mandatory aspect of engagement.
And even more important is to actually summmarize those things over time in some visible form. Some devs literally give out their lists of development points freely to showcase how far along things have gotten, or what’s handled in the last while. It’s a form of visibility that showcases ‘this week those 4 parts were changed in some way’ and giving hence a feedback of what exactly is worked on… and hence as a customer making a informed decision if the course is on par.
It’s rather that the current iterration of the new Atlas in PoE 2 is… cumbersome.
Besides technical issues like broken connections, disconnected areas and even failing to load when scrolling there’s also mechanical shortcomings which make it tedious.
While the towers are a great idea generally the setup is similar to what was already a mistake in PoE 1. The elder/shaper ping-pong was not enjoyed by the majority of people, neither was the setup for conquerors when it came out. That has all been simplified since it was simple ‘tedium’.
The same is going on currently with having to basically move between all towers in the area before actually running enjoyable maps… which are often still disconnected by maps that haven’t gotten any league mechanics put on them despite using all available methods, making it a ‘empty’ map.
Such stuff needs to be solved still in some way, it’s a downside as switching between maps with a hefty danger, much loot and risk as well as sudden snoozefestivals in-between is not a good state.
Oh, you don’t need to, but it’s usually not as fun to make complex mathematical equations on paper instead of using a program doing it for you to quick-check It should be in-game as a mechanic rather then a third-party tool though.