0.9.9 Patch Notes

in how many hours from now should the patch happen ?

i'm really bad at timezones, its 00:00 in Croatia right now, would appreciate if someone helps me out ! :)
Hasn't been any specific word on it. Just anytime within the next 6 hours or so maybe...
IGN: Cadenza - Account Name
SheHulkPoRN - Critical Staff Sweep
ExquisiteVaginalPoker - 1h Axe/Shield Cyclone (Bringer of Rain)
LollipopCamelTOE - 2H Axe Cyclone
(Closed Beta since August 4th, 2011)
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BlackDeathBE wrote:

Immune monsters

Spoiler
Try to create a mixture of monsters which, for one character alone, would be practically impossible or at least extremely slow to kill. Why aren't there immunities in the game yet ? Immune to a specific type of elemental damage, immune to all elemental damage, immune to all physical,... I doubt any one character can get a decent amount of each of these types of damage. Perhaps it's possible, but it would probably be damn slow and thus ineffecient.

Of course, similar to D2, only start adding immunities to one sort of damge in difficulty level 2, and to multiple types of damage in difficulty level 3.

This would encourage people to actually either look for specific types of players, or to create multi-player builds: two players often playing together with builds perfectly complementing each other.

[Edit, thanks Jmancini]
Perhaps increasing the effectiveness and range of aura's can also increase the usefulness of teaming up with multiple players with different aura's.


Other than these two culprits, I totally love the game, and the upcoming patch :)

Nice points touching immunity, BlackDeathBE. Actually keeping to ask if this ever would come to PoE, as i totally support, and as you said it shall encourage teaming dramatically, but unfortunatelly nothing singular precise info from devs about this. Even worse, they become silence whenever i ask this to be implemented or not.

If this ever implemented, it would make world of differences to gameplay experience, needless to say.
"This is too good for you, very powerful ! You want - You take"
Everyone please STFU about the RNG in POE. There are countless threads about this already, and I'm tired of people shitting up other threads with this crap.

The devs have stated, multiple times, that high variance is core to the game. It will not change. You're entitled to not like this, if you don't, go play something else.

Path of Exile is never going to be the game for everyone. They made the game they want, and it has many loyal followers and will get many more. There will also always be people that hate it, hate the RNG, hate the lottery aspect, and that's fine. Again, not the game for everyone.

JUST PLEASE FOR THE LOVE OF GOD SHUT THE FUCK UP ABOUT IT.
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gh0un wrote:

Thats why i said that "lotteries as the only way of obtaining better stuff" is terrible.
The emphasis is on only.

D2 had many ways of obtaining better stuff, be it rune words, uniques, or certain drops in hellfire.

In path of exile, everything is based on a lottery when it comes to late game items.
There is too much emphasis on the lottery aspect of things in PoE.

Im also not saying that D2 had the perfect system of handling things.
D2 also had a too luck based item system, but PoE is taking it to a whole new level.

Instead of going into the direction of rewarding skill, GGG decided to further tap into the lottery bullshit, which i dont think is good design.

I probably shouldnt have used D2 as an example at all, since the crafting system in D2 was terrible aswell, but it had a few options atleast.


Just out of curiosity, how did you acquire any godly items in D2 without luck (lottery) or trading? In PoE you can also find uniques and godly rares, this is not different from D2. What alternative was there in D2 that you are referring to? Player to player trading and RMT?

Hellfire was the expansion to Diablo 1 so not really sure what that has to do with anything.

I understand your disdain for this type of system but find it very funny that people always reference D2 and they are almost always just plain wrong about the game and maybe need to revisit it before trying to use it as a reference point to back up an argument.

Also understand that the luck based item system in D2 was why the game had so many loyal followers for over a decade.
Last edited by thepmrc on May 8, 2012, 6:09:53 PM
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Sillenius wrote:
in how many hours from now should the patch happen ?

i'm really bad at timezones, its 00:00 in Croatia right now, would appreciate if someone helps me out ! :)


I ask 5 mins ago at ingame chat and some guy tells me that patch will be deployed beetween 11:00-12:00 AM NZ Time.
Its 1-2 hours from now (its 10:00 AM at NZ right now).

Its ofc no confirmed info so dont be too excited.



Last edited by Kabraxis on May 8, 2012, 6:08:40 PM
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unsmith wrote:
Everyone please STFU about the RNG in POE. There are countless threads about this already, and I'm tired of people shitting up other threads with this crap.

The devs have stated, multiple times, that high variance is core to the game. It will not change. You're entitled to not like this, if you don't, go play something else.

Path of Exile is never going to be the game for everyone. They made the game they want, and it has many loyal followers and will get many more. There will also always be people that hate it, hate the RNG, hate the lottery aspect, and that's fine. Again, not the game for everyone.

JUST PLEASE FOR THE LOVE OF GOD SHUT THE FUCK UP ABOUT IT.


and this is why i keep you on my friends list :)
~SotW HC Guild~

"
BlackDeathBE wrote:
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thepmrc wrote:
So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.

I'm not playing the lottery, I'm playing an ARPG. If I wanted the thrill of a one-in-a-million chance of winning, I'd go buy a lottery ticket. Instead, I want to get the feeling that I am as good as I deserve to be - not being good just because I got lucky.

I personally dislike games that are all about luck. Life is enough about luck as it is - in games, you can generally get as good as you want just by becoming more skillful and/or investing more time.


A solution to the fusing-orb problem seems simple enough to me, but maybe I haven't thought it over enough. Why not some kind of system like upgradable orbs ? Add prefixes, like Glowing, Shining, Sparkling,... Sell an amount of a kind of orb to a vendor and he'll give you a better version.
- Normal fusing orb: randomly reforges the links between sockets on an item.
- Glowing fusing orb (5 normal fusing orbs ?): Allows you to choose which sockets to link, up to a maximum of 4 sockets
- Shining fusing orb (10 glowing / 50 normal fusing orbs ?): Allows you to choose which sockets to link, up to a maximum of 5 sockets
- Sparkling fusing orb (10 shining / 100 glowing / 500 normal fusing orbs ?): Creates a 6-link item.

Do the same for jeweler's orbs:
- Normal: random amount of sockets like it is now
- Glowing: adds 1 socket, up to 4
- Shining: adds 1 socket, up to 5
- Sparkling: creates 6-socketed item

And for chromatic orbs:
- Normal: all random colors
- Glowing: change the color of the chosen socket, up till sockets in 4-links
- Shining: up till 5-links
- Sparkling: up till 6-links

This way, you keep the current (random) system. But then players who are willing to invest a lot of time, can at least choose to go a route which doesn't involve pure luck...


About that other sad thing about this otherwise totally absolutely wonderful game: the lack of incentive to party up. I believe the best way to fix this is by trying to create situations where one character stands pretty much no chance to defeat certain monsters or bosses.

Why aren't there immunities in the game yet ? Immune to a specific type of elemental damage, immune to all elemental damage, immune to all physical,... I doubt any one character can get a decent amount of each of these types of damage. Perhaps it's possible, but it would probably be damn slow.

Of course, like in D2, only start adding immunities to one sort of damge in difficulty level 2, and to multiple types of damage in difficulty level 3.

This would encourage people to actually either look for specific types of players, or to create multi-player builds: two players often playing together with builds perfectly complementing each other.

Also, I'm not sure if you can, atm, activate multiple aura's at once. If you limit this to only one aura per player, and increase the effectiveness of aura's, you'd make multiple-player parties much more interesting, adding whole new dimentions to the (multi-player aspect of the) game.


Other than these two culprits, I totally love the game, and the upcoming patch :)


This is exactly what should be done, you described perfectly the sense of crafting and orbs, once more "perfect."

Just one thing, many orbs are in the example =)
Great patch notes, I've only recently joined the 'support the beta crowd' and looking forward to the 6th char.

Please focus on some extra multiplayer incentives and as I'm pretty slow on the ninja loot clicking perhaps add something that Uniques dropping are only seen by one of the people in that game (chosen at random) otherwise it may get treated as a mostly single player game.

Look forward to seeing the tweaked passive skill tree and trying out the new skills.

EDIT: Some good ideas in the posts above
Last edited by xiphos on May 8, 2012, 6:15:37 PM
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Chris wrote:


Don't expect a change to the Fusing orb stuff any time soon, we are pretty happy with how that's currently working. High variance item mechanics are a key design choice! It's pretty easy to get four linked sockets. It's not cripplingly hard to get five linked sockets. Six is overkill and designed to be very rare. I want there to be something for players to strive for in the long term.


I don't know about that. I understand I did not take part in developing the game and I don't know the numbers you have on paper, but 5 Links ARE cripplingly hard to get. I literally have spent over 400 fusings and got a 4 link 4 times, 3 link many times and 0 5 links and 0 6 links.

There needs to be a better way to progress when it comes to links, or at least a better way to obtain fusings. I really just gave up on the beta because I felt I was getting no where once I hit 60. Then grinded out to 72 hoping to get better gear and feel a sense of progression but it just went flat from there.

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