0.9.10 Information and News
The public weekend went really well. We saw 55,000 different accounts try the game and received a huge amount of useful feedback. Two server stability issues were discovered, which we're working on fixes for. We have high hopes for being able to withstand an onslaught of players when the Open Beta starts.
The 0.9.10 patch is almost ready, and contains (among dozens of other changes) the following major features:
Here's a picture of the (work in progress!) new town layout that includes the notice board used for public parties. You'll notice we've moved the stash away from the door. We're expecting to deploy 0.9.10 late next week, but that might change if other large features are ready in time and can be included. It's (tentatively) looking like the 0.9.11 patch will contain the Act Two Boss and our new end-game. More information will be available once that is closer to release. In the near future we'll begin teasing images of Act Three. We will also announce a more-firm date for the start of Open Beta. It's very likely that this will not fall in June, which was the last public estimate we stated. We have a list of must-have features (Trade, Arena PvP, etc) that we'd love to include. Thanks again for your patience and support as we finish the game. We have a lot of exciting stuff lined up for the next few months and I can't wait to let you guys try it out :) Last edited by Chris on Oct 31, 2012, 5:43:47 AM
| |
" Try it next week and let us know what you think. We're trying to keep the frantic item-grab moment while still allowing ranged character (and players with higher latency) enough time to react. " The new endgame will be far more random than the Maelstrom is right now. The fourth difficulty is being removed once we add Act Three. I expect we'll post a developer diary entry about our philosophy of end-game play as we announce the details of this system. | |
" Yes | |
" We're happy to adapt the system based on feedback from the players. We posted this idea 16 months ago (in that infamous thread I linked to in the original post) and only found time in the schedule to add it this week. It'll be pretty interesting to see how it affects the grouping dynamics. We have been clear from the start though - PoE is about items mattering. We want to make item drops be exciting, and that requires both highs and lows. | |
" They see it immediately. There's a countdown timer. " This is done on purpose! " It's an upcoming microtransaction skin (not in 0.9.10). " Yes. You can make it public at any time. |