Five Weeks into 0.2.0, POE2 is Down 93.2% Players All Time & 83.9% from Patch Launch

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Kerchunk#7797 が発言:
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xPimousse#3057 が発言:
That said, POE2 got massive income coming from the paid EA and supporter packs. This income will most likely soften the terrible results coming from the vision


I don't understand what makes you think there's anything to soften -- PoE2 EA has been a massive success for GGG - larger than they ever expected. They don't really need any more income between now and 1.0. The funding they secured was more than enough to cover the remainder of development and the marketing of the full release. Anything they make in the meantime will be gravy on top. These are not "terrible results" by any measure.


You are correct mate, many will try to disagree, there forecast would have been far exceeded.

The majority of players they wanted to attract was the casual my favourite streamer recommended this game, lets do the campaign pay our $50 for 30hours of play time. The rest well.... this audience will still play and complain, and justify things are getting better with each update.

GGG WIN







P.S

I am a Dog and i will just drop my load and leave on to the next post
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xPimousse#3057 が発言:
95% of the playerbase left and this is really bad from a financial POV. At this rate they won't able to sustain "the vision" (even though nobody wants it anyway except a few ultras).
GGG decision showed us that they are entitled to this "vision" and won't even drift away from it.
This leads to 2 consequences :

1. GGG won't change POE2 game direction unless they are forced to do it. On top of that, the studio blatantly ignore whatever isn't matching with their ideal (cf mutliples interviews from John).

2. As any company, both GGG and Tencent have for goal to make money. Usually, important decisions regarding business strats are being made after the annual return wich is being held early march for GGG.
That said, POE2 got massive income coming from the paid EA and supporter packs. This income will most likely soften the terrible results coming from the vision, and the lack of income associated.
This means we won't see any real changes until april/may 2026 unless the financial metrics show a real danger for the studio and Tencent decide to snap off POE2 direction.

So stop blaming the current state of the game as it won't have any results. Instead ask for more of this nonsense such as adding hunger metric slowing you down even more when you're hungry with a walk/run system like D2, implying a food system, reverting the portal update and go back to a single one etc. Even though the game is in a bad state it can be even worse. Your only hope is to see the game crumble and rott to a point where GGG/Tencent can't ignore the situation anymore.



If this is GGG's goal, retention of players, I think they are misguiding by statistic numbers to show. They can finish the game in two days, two weeks or two months. Most players quit before the end game, anyway.

But what really matters is how many people returns after new seasons.

Forcing players to stay longer can be counterproductive. If players feel that reaching the end game takes too much of their time, they may quit in frustration. They just get bored and move on to many games they have in their stack.

The average time of play game should be around 40 hours. This is corroborated with many studies. Less it may perceived as too short and not fulfilling. Too long and most players quit.

Some games may extend this time with side quest, but if the player wants to finish the core game it should be around those 40 hours. Other games keep the retention as social hubs, it is the only way. Path of Exile 1 has some of this social hub traits, as players can trade and organize expeditions to clean maps.

But as a solo game. Forcing players to overextended campaign and end game grinding is not the way to go.
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B00b#4465 が発言:
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xPimousse#3057 が発言:
95% of the playerbase left and this is really bad from a financial POV. At this rate they won't able to sustain "the vision" (even though nobody wants it anyway except a few ultras).
GGG decision showed us that they are entitled to this "vision" and won't even drift away from it.
This leads to 2 consequences :

1. GGG won't change POE2 game direction unless they are forced to do it. On top of that, the studio blatantly ignore whatever isn't matching with their ideal (cf mutliples interviews from John).

2. As any company, both GGG and Tencent have for goal to make money. Usually, important decisions regarding business strats are being made after the annual return wich is being held early march for GGG.
That said, POE2 got massive income coming from the paid EA and supporter packs. This income will most likely soften the terrible results coming from the vision, and the lack of income associated.
This means we won't see any real changes until april/may 2026 unless the financial metrics show a real danger for the studio and Tencent decide to snap off POE2 direction.

So stop blaming the current state of the game as it won't have any results. Instead ask for more of this nonsense such as adding hunger metric slowing you down even more when you're hungry with a walk/run system like D2, implying a food system, reverting the portal update and go back to a single one etc. Even though the game is in a bad state it can be even worse. Your only hope is to see the game crumble and rott to a point where GGG/Tencent can't ignore the situation anymore.



If this is GGG's goal, retention of players, I think they are misguiding by statistic numbers to show. They can finish the game in two days, two weeks or two months. Most players quit before the end game, anyway.

But what really matters is how many people returns after new seasons.

Forcing players to stay longer can be counterproductive. If players feel that reaching the end game takes too much of their time, they may quit in frustration. They just get bored and move on to many games they have in their stack.

The average time of play game should be around 40 hours. This is corroborated with many studies. Less it may perceived as too short and not fulfilling. Too long and most players quit.

Some games may extend this time with side quest, but if the player wants to finish the core game it should be around those 40 hours. Other games keep the retention as social hubs, it is the only way. Path of Exile 1 has some of this social hub traits, as players can trade and organize expeditions to clean maps.

But as a solo game. Forcing players to overextended campaign and end game grinding is not the way to go.


POE 2 is much closer to an MMO than a solo ARPG and it’s built around endless endgame. Meanwhile, the target audience is not TikTok teens with 15-second attention spans. It’s mostly adult men 30+ who want depth.

The life cycle of POE 2 is seasonal. This means there must be enough content to stay engaged for the whole league — but also 100% of it should be realistically completable by the end of the season. On average, POE 2 players spend ~5 hours per day, 6 days a week, for 12 weeks — that’s around 360–400 hours per season. Content should be balanced around that range.

Campaign acts should take no more than 12 hours, or there should be a campaign skip for alts. Otherwise, the entire season becomes locked to 1–2 characters, killing replayability. And before someone says “but the acts are good,” ask yourself — how would it feel to replay even your favorite meal three times a day for a full month? You’d burn out quick.

The main mistake POE 2 makes is trying to seem bigger by artificially stretching every part of the game.

This has already been discussed in hundreds of posts, and yet:
• Giant empty zones with pointless dead ends
• Movement speed feels disproportionate to zone size
• Nerfed player damage across the board
• Enemies with bloated HP
• RNG in every system, slot-machine crafting
• Tower mechanics that strengthen map progression

All of this is an attempt to inflate playtime artificially, like the game doesn't respect your time. I understand the game is only half a year old — but the issue isn’t lack of content.

Then we got 0.2 — and everything got worse.
Not harder in a meaningful way, but more tedious and exhausting.

You can’t just “blast through” acts anymore — you’re forced to overlevel and overgear, but with reduced loot drops, that means reseting the same zones 20–30 times just to make a boss fight take less than 30 minutes and not run out of flasks. Now imagine doing that 2–3 more times per league for alts, and then doing it again next season. Over and over again

Real builds and loot only start becoming available around level 60, when you finally get to replace filler skills — most early skills are poorly balanced or completely non-functional. Yet again, more artificial stretch.

Yes, they fixed a few Act 3 dead ends — but only after several big streamers pointed it out in interviews.
Jonathan wasn’t even aware mob HP had been increased in acts — which shows how disconnected he is from his own game.
- Every spell was nerfed
- Loot was gutted
- First campaign playthroughs took 20+ hours
- Many players were already exhausted before even seeing endgame — not because it’s hard, but because it’s mind-numbingly boring.

And once they reached endgame? It simply dead by design:
1) Wisps dropped nothing
2) Exiles one-shot well-built characters and also dropped nothing
3) All T4 uniques became trash
4) Uberlate content felt pointless
5) Only T18 maps remained, dropping yellow rares, with a slot machine bench for “crafting”

Knowing you’d have to waste 20 more hours just to level another character you will avoid it.

Result:

Most players quit after 1–2 characters and reaching T18 maps.
POE 2 lost 90% of its playerbase within a month.
0.2 launched with half the numbers of 0.1 (280k vs 560k).
If nothing changes, 0.3 will be even lower.

By the time full release comes, if GGG doesn’t drastically change direction, the game may be completely irrelevant — dead on arrival.

Meanwhile, POE 1 is also bleeding players — no content updates for over a year, all dev focus shifted to POE 2. And I really doubt Tencent paid for GGG as an act of charity.

[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
最後に ShaDarkLord#6528 が 2025/05/18 7:42:51 に編集
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ShaDarkLord#6528 が発言:
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B00b#4465 が発言:
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xPimousse#3057 が発言:
95% of the playerbase left and this is really bad from a financial POV. At this rate they won't able to sustain "the vision" (even though nobody wants it anyway except a few ultras).
GGG decision showed us that they are entitled to this "vision" and won't even drift away from it.
This leads to 2 consequences :

1. GGG won't change POE2 game direction unless they are forced to do it. On top of that, the studio blatantly ignore whatever isn't matching with their ideal (cf mutliples interviews from John).

2. As any company, both GGG and Tencent have for goal to make money. Usually, important decisions regarding business strats are being made after the annual return wich is being held early march for GGG.
That said, POE2 got massive income coming from the paid EA and supporter packs. This income will most likely soften the terrible results coming from the vision, and the lack of income associated.
This means we won't see any real changes until april/may 2026 unless the financial metrics show a real danger for the studio and Tencent decide to snap off POE2 direction.

So stop blaming the current state of the game as it won't have any results. Instead ask for more of this nonsense such as adding hunger metric slowing you down even more when you're hungry with a walk/run system like D2, implying a food system, reverting the portal update and go back to a single one etc. Even though the game is in a bad state it can be even worse. Your only hope is to see the game crumble and rott to a point where GGG/Tencent can't ignore the situation anymore.



If this is GGG's goal, retention of players, I think they are misguiding by statistic numbers to show. They can finish the game in two days, two weeks or two months. Most players quit before the end game, anyway.

But what really matters is how many people returns after new seasons.

Forcing players to stay longer can be counterproductive. If players feel that reaching the end game takes too much of their time, they may quit in frustration. They just get bored and move on to many games they have in their stack.

The average time of play game should be around 40 hours. This is corroborated with many studies. Less it may perceived as too short and not fulfilling. Too long and most players quit.

Some games may extend this time with side quest, but if the player wants to finish the core game it should be around those 40 hours. Other games keep the retention as social hubs, it is the only way. Path of Exile 1 has some of this social hub traits, as players can trade and organize expeditions to clean maps.

But as a solo game. Forcing players to overextended campaign and end game grinding is not the way to go.


POE 2 is much closer to an MMO than a solo ARPG and it’s built around endless endgame. Meanwhile, the target audience is not TikTok teens with 15-second attention spans. It’s mostly adult men 30+ who want depth.

The life cycle of POE 2 is seasonal. This means there must be enough content to stay engaged for the whole league — but also 100% of it should be realistically completable by the end of the season. On average, POE 2 players spend ~5 hours per day, 6 days a week, for 12 weeks — that’s around 360–400 hours per season. Content should be balanced around that range.

Campaign acts should take no more than 12 hours, or there should be a campaign skip for alts. Otherwise, the entire season becomes locked to 1–2 characters, killing replayability. And before someone says “but the acts are good,” ask yourself — how would it feel to replay even your favorite meal three times a day for a full month? You’d burn out quick.

The main mistake POE 2 makes is trying to seem bigger by artificially stretching every part of the game.

This has already been discussed in hundreds of posts, and yet:
• Giant empty zones with pointless dead ends
• Movement speed feels disproportionate to zone size
• Nerfed player damage across the board
• Enemies with bloated HP
• RNG in every system, slot-machine crafting
• Tower mechanics that strengthen map progression

All of this is an attempt to inflate playtime artificially, like the game doesn't respect your time. I understand the game is only half a year old — but the issue isn’t lack of content.

Then we got 0.2 — and everything got worse.
Not harder in a meaningful way, but more tedious and exhausting.

You can’t just “blast through” acts anymore — you’re forced to overlevel and overgear, but with reduced loot drops, that means reseting the same zones 20–30 times just to make a boss fight take less than 30 minutes and not run out of flasks. Now imagine doing that 2–3 more times per league for alts, and then doing it again next season. Over and over again

Real builds and loot only start becoming available around level 60, when you finally get to replace filler skills — most early skills are poorly balanced or completely non-functional. Yet again, more artificial stretch.

Yes, they fixed a few Act 3 dead ends — but only after several big streamers pointed it out in interviews.
Jonathan wasn’t even aware mob HP had been increased in acts — which shows how disconnected he is from his own game.
- Every spell was nerfed
- Loot was gutted
- First campaign playthroughs took 20+ hours
- Many players were already exhausted before even seeing endgame — not because it’s hard, but because it’s mind-numbingly boring.

And once they reached endgame? It simply dead by design:
1) Wisps dropped nothing
2) Exiles one-shot well-built characters and also dropped nothing
3) All T4 uniques became trash
4) Uberlate content felt pointless
5) Only T18 maps remained, dropping yellow rares, with a slot machine bench for “crafting”

Knowing you’d have to waste 20 more hours just to level another character you will avoid it.

Result:

Most players quit after 1–2 characters and reaching T18 maps.
POE 2 lost 90% of its playerbase within a month.
0.2 launched with half the numbers of 0.1 (280k vs 560k).
If nothing changes, 0.3 will be even lower.

By the time full release comes, if GGG doesn’t drastically change direction, the game may be completely irrelevant — dead on arrival.

Meanwhile, POE 1 is also bleeding players — no content updates for over a year, all dev focus shifted to POE 2. And I really doubt Tencent paid for GGG as an act of charity.



Damn dude, this is such a nice, well summed up written piece of post and it lays out the problems exactly for GGG. I am surprised by how well written posts there are in this forum yet GGG and Jonathan are not reading these forums and taking any of the suggestions. I feel like this is a black hole for people to complain about or give suggestions because none of them ever get implemented.
Because half or more of it is just opinion, and preference of certain gameplay type over other, not some gospel to be followed just because it happens to echo your sentiments. Example crafting, just because the guy wants it to be deterministic, doesn't mean everybody does, or that there is no logical reason for it to be rng as is now. Etc etc
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Because half or more of it is just opinion, and preference of certain gameplay type over other, not some gospel to be followed just because it happens to echo your sentiments. Example crafting, just because the guy wants it to be deterministic, doesn't mean everybody does, or that there is no logical reason for it to be rng as is now. Etc etc


I love randomly bricking my gear when exalting for a good prefix and starting all over from the very start, especially in a game supposed to be slower than it's predecessor in both combat and progression speed /s

Picking up 2000 white crossbow bases to try and get at least t1 flat/percent phys is also peak gameplay, completely different from using alteration orbs.

If anything, the vision for PoE 2 calls for determinism, while PoE 1 with it's absurdly low time per map could be a viable gambling machine for all i care.

The |Vision| is backwards, let's see where it takes us.
最後に GabrielCorso#5386 が 2025/05/18 13:13:35 に編集
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Rabarbar_Lichy#7553 が発言:
Because half or more of it is just opinion, and preference of certain gameplay type over other, not some gospel to be followed just because it happens to echo your sentiments. Example crafting, just because the guy wants it to be deterministic, doesn't mean everybody does, or that there is no logical reason for it to be rng as is now. Etc etc


It’s not just about “opinion” or “preferences.” Not at all. I can clearly distinguish between personal taste and what’s fundamentally broken.

Having 80% of affixes on gear be useless clutter, spawning completely at random — and then expecting players to fix it using rarely dropped orbs that randomly slot affixes, hoping to hit the desired 20% — is a completely trash system.

Even a casino is more deterministic and fair than POE 2 crafting right now.

This isn’t about wanting deterministic crafting because “I prefer it” — it’s about recognizing when RNG stops being engaging and starts becoming pure frustration, with no agency or control.

Artificial stretching is also painfully obvious — just like in Ubisoft games with their endless collectibles and copy-pasted outposts.

POE 2 follows the same pattern: massive empty zones filled with nothing but dead ends. And worst of all — movement speed was literally cut in half compared to pre-EA gameplay.
Yes, before Early Access in December, characters moved twice as fast, as shown in the demo. But for some reason, GGG decided to slow it down... without making any adjustments to the size or density of the zones.

It feels like they want the game to seem longer — not through meaningful content, but by simply slowing you down and wasting your time. That’s not depth — that’s a time tax.
At times, it honestly feels like I’m playing Death Stranding but without content.

You can be endlessly stubborn, showering GGG with praise — but you won’t fool the community with empty flattery.
You either haven’t actually played this game, or you’re just a die-hard fan of games with no gameplay whatsoever.
[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
最後に ShaDarkLord#6528 が 2025/05/18 20:49:35 に編集
One of the biggest problems is that we have no idea of what their vision is. If its the playthrough I had with fangs of frost, I am not interested. We have yet to see a stream of GGG playing the game saying "this is what we are going for." The question is do they even know at this point.
Please stop with with this numbers nonsense. You might find it surprising that as far as player count is concerned 0.2 is one of the best patches GGG has ever had in its entire life span. Jonathan said so himself in an interview. So bend it however you like it but the fact is it is going more solid than ever.
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ShaDarkLord#6528 が発言:
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Rabarbar_Lichy#7553 が発言:
Because half or more of it is just opinion, and preference of certain gameplay type over other, not some gospel to be followed just because it happens to echo your sentiments. Example crafting, just because the guy wants it to be deterministic, doesn't mean everybody does, or that there is no logical reason for it to be rng as is now. Etc etc


It’s not just about “opinion” or “preferences.” Not at all. I can clearly distinguish between personal taste and what’s fundamentally broken.

Having 80% of affixes on gear be useless clutter, spawning completely at random — and then expecting players to fix it using rarely dropped orbs that randomly slot affixes, hoping to hit the desired 20% — is a completely trash system.

Even a casino is more deterministic and fair than POE 2 crafting right now.

This isn’t about wanting deterministic crafting because “I prefer it” — it’s about recognizing when RNG stops being engaging and starts becoming pure frustration, with no agency or control.

Artificial stretching is also painfully obvious — just like in Ubisoft games with their endless collectibles and copy-pasted outposts.

POE 2 follows the same pattern: massive empty zones filled with nothing but dead ends. And worst of all — movement speed was literally cut in half compared to pre-EA gameplay.
Yes, before Early Access in December, characters moved twice as fast, as shown in the demo. But for some reason, GGG decided to slow it down... without making any adjustments to the size or density of the zones.

It feels like they want the game to seem longer — not through meaningful content, but by simply slowing you down and wasting your time. That’s not depth — that’s a time tax.
At times, it honestly feels like I’m playing Death Stranding but without content.


I like the speed of the game, amount of terrain and size of the maps, what now.

I'm sorry the maps are not empty flat squares to zoom through and leave asap, which might be your preference.

Also gear doesn't have to be OCD perfect, and noone expects you to fix everything with a rain of orbs and billion whites - I'd actually say, seems the opposite is the message, obviously have to be balanced with drops, but hey early access, term nobody around seems to understand.

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ShaDarkLord#6528 が発言:
You can be endlessly stubborn, showering GGG with praise — but you won’t fool the community with empty flattery.
You either haven’t actually played this game, or you’re just a die-hard fan of games with no gameplay whatsoever.


Ah yes, it's me the outlier vs the "community", ofc impersonated by you and your bs opinions.

I enjoy games with no gameplay whatsoever, that coming from a crafting bench raider one click mob delete zoomer, irony overload.

Was almost a good post until this pathetic quote. I just like the game and enjoy having 2 different ones. If 2 wasn't named PoE and didn't have the watch TV while grinding entitled crowd imported from 1, would be showered in praise for depth, gameplay and functioning endgame day 0 of early access, which other arpg have that? Yet you try to make it look weird that someone likes it, also phrasing your misguided bs to sound like gospel again.

I also like 1 and play it a lot even now, unlike the depth and endless complexity crowd who don't touch it unless can buy their way and have a new gimmick. And no, 2 is not perfect, it's why it's called early access. I'm sorry for your impending sense of doom, and that your hysteria doesn't allow you to wait a bit and see what happens, but stop projecting your imaginary diehards on me - I play like 10 games atm in rotation and many different arpgs in general, but going back to PoE 2 feels great each time.



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