news-why-players-quitFormer MVP and well-known community member DrothVader posted a thread in the B.net forums seeking player comments/complaints about what caused players to quit playing Diablo 3. Of course no one ever quite quits a Diablo game… players just take breaks of varying duration, and half the posters in the thread say they’re going to leap back in for Season 2. Still, the thread has grown quite large, and with most of the comments/complaints more “constructive criticism” than “FJW rants,” it’s an interesting and sometimes thoughtful read.

    The Blues seem to agree, as Tyvalir recently visited the thread with an approving note. Why Players Quit Diablo 3, and What Brings Them Back?

    Hey everyone, thanks to all of you for sharing your thoughts on this and to Droth for the original post requesting player feedback. I’ve only read through the first few pages so far, but I’ve already seen a lot of good thoughts and ideas that I’ll be passing to the development team. I’m looking forward to reading the rest and passing that on as well.

    You’ve all really outdone yourselves with sharing good feedback here. Whether you realize it or not, these conversations help us to achieve a broader perspective of the game than we could ever get on our own, and I’m thankful to all of you for your passion and support as we continue to develop Diablo III.

    TL;DR – This is awesome, and we appreciate it!

    I enjoy the irony of a TLDR for a two-paragraph reply that appeared on page 26 of a thread full of very long posts. And there’s plenty more irony to be had, since most of the complaints are countered, intentionally or otherwise, by other posts praising the same feature others are damning.

  • Players don’t like that specific legendary items are required to make specific skills awesome… and other players desperately want more legendary items with cool bonuses to different skills.
  • Players think the best items are too hard to find… and other players think gearing up is too easy and quick without enough ultra-rare item hunting.
  • Players don’t like item sets requiring all the items to work big time… and other players want more item sets since they like hunting for a bigger reward from multiple item pieces.
  • Players don’t like the escalating difficulty of Greater Rifts magnifying balance issues… and other players want more Torment levels to create a GRift-style challenge in the normal game.
  • Players don’t like Ancient Items since they’ll trump current items… and other players can’t wait for Ancient Items to give them something new to hunt.
  • There are plenty of other contradictory opinions on the best/worst features in the game, and even a few complaints that aren’t presented as two-sided coins.

    Click through for some more compilations from the tread, and hit the comments to agree with a complaint, or explain why this is the internet, and therefore someone is wrong.

    One common complaint is about the whole nature of legendary and set items now, in that they enable certain specific skills (and thus builds) to kick ass. Most players want more of such items to enable skills that aren’t now boosted, while other players dislike that these items are basically required… but of course we had a Diablo 3 without such skill-boosting legendary items, and it was playable from May 2012 until about December 2013. Back then most green and orange items in the game were just DiabloWikistat sticks and we were all very bored by them.

    Seasonal Legendaries. Often cited as a reason to anticipate S2, while others critique Seasonal Legs as splitting up the player base or making non-Season pointless to play.

    Item Sets: Said to be too powerful, dwarfing the effect of single item legendaries, and locking players out of variety in too many item slots. (Of course others love sets, for providing a larger item-hunting project/goal.)

    Bounties. One feature almost universally critiqued. They’re not rewarding enough, and they’ve also become (in an unintended consequence) discouraging of exploration, rather than encouraging of it.

    Nephalem Rifts: Most players like them, but others say they feel forced to play Rifts since that’s where all the rewards are. Even their randomness is a split vote, with some loving it and others saying Rifts aren’t random enough, as they all start to feel the same theme-less blur after a while.

    Greater Rifts: Exacerbate feelings of inequality and put more premium on finding the best items. (Other players approve of higher challenge and want more Torment levels.)

    My main takeaway from the thread? Making video games and pleasing people is hard.a

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