24H Questions (and feedback) to Rhys/Chris/Jonathan/Qarl/..

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Shagsbeard wrote:
Are you ever going to release information that is currently hidden from the players, like the probability of getting 6L on a white 0% or the vendor recipes that couldn't possibly be guessed?

Just because you aren't good at finding stuff, doesn't mean other people aren't.

#jabberjawsyoloswag
First of all, thanks for actually answering questions. Feels great to not be talking to a wall of "[Removed by Support]" for a change.
Rather not have the "doge" type of replies if possible.

Questions:

1: Can you define what hardcore means to GGG and how it pertains to POE? (Because to me, this does not feel like a hardcore game, more like a regular game with an insane amount of time dilation. To make 1 month of content feel like 3 years worth of content).

2: How long do you think you can keep financing the current iteration of your game that only caters to "hardcore" players. (Seeing as how other "hardcore" games like dota2 hardly bring in sufficient numbers to sustain itself).

2b: After seeing the hardcore players sell all their gear and move on to new games, never to return; how will you convince the casual players to come check out your game again if they've had a horrible experience that drove them away the first time?

3: Will you ever allow for the modding community to make their own versions of POE? So that we can fix some of the mistakes ourselves and make the game more fluent.

4: How exactly do you see this tight-fisted forumcontrol work out for you in the long run?

5: Why does your game and every other Diablo 2 clone have such a huge, huge focus on itemwalls and itemrequirements for progression, whereas Diablo 2 had a focus on skills-progression where items were used as a focus of perfecting a character.

6: When are you getting rid of RNG as a system of progression? It simply doesn't work.

I'll keep it at 6 this time, next time I'll have a lot more.
Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right.
1) when will the crafting be introduced. currently there are few mechanics:
- improving (whetstones/baubles/scraps/gcp)
- rmting/scamming (exalt/eternal)
- complete random (alch/scour/chaos)
- downright infuriating (jewelers/fusings)

first one works ok, third also is semi ok, but second is ONLY for scammers/rmt'ers and is used ONLY to create BiS

there is nothing in the middle, there is nothing to make mid-graded weapon (like 300dps 1h) better without EXTREME cost. no deterministic way of using old items together to create new items with slightly better but controllable stats etc etc. as is - crafting

i have several items that are almost good, that will some day go straight to the vendor because it is not economically feasible (ex+Et cost) to do anything to make them better. this creates so unhealthy environment (like master+peasant economy system)

linking system requires some kind of 'improving returns' as currently one bad session of rng means several exalts worth of fusings gone -> player had left the game/uninstalled

while trading will always be better than crafting/self found for obvious economic reasons it is not a valid excuse to keep the linking system at its current sorry state

2) i think that if you (as a company and game) want to be treated seriously you have to find a bone and ban rtm'ers from top of the ladders. it takes little time (you have the access to your own database!) to go to jsp compare items sold, check them in your db and see for yourself. it is open secret who is doing it and lack of any action (one ban?) makes people do it in the open. when difference between 'words' and 'actions' is high enough you loose respect

3) particle effects - 'streamers will make our game look bad' excuse is a sad joke. if you cant make your game run smoothly on all machines and it is well know what causes the troubles just add damn config/options flag to disable particle effects (rain from domino, gardens etc). just do it. simple isometric game with simple graphics and not so much happening on the screen should run in 200fps+ on machines capable of any bf or crysis. no excuses there

4) aurora/bor nerfs. when? and please - no legacy disaster this time. crown of bad ideas - just nerf it now, it is broken and we all know it.

5) can you please replace the 'high surprise, low testing' unique introduction model with 'high balance, high testing, low surprise' one? introduce them for a month into some kind of rolling testing realm where everything go wipe from time to time. Crown of Bad Balance was broken on arrival. it was in the open 15 minutes after someone tested it that 'spell dmg on low life' affects it and breaks it. unique hunt that happens after each patch ==30 minutes of (relative) fun. unique disasters haunt us for several months. i think that cost of these 30minutes is too high

6) design idea question. when will attack speed stop to be THE way to create a build? currently out of all weapon types there is only ONE example (vaal axe, 2h) when not the fastest weapon has the highest potential dmg. flad ele dmg, auras scale with attack speed so well that it is ALWAYS better to select fast base, fast weapon and fast attack. slow weapons simply have no bonus - stun does not work above certain dps level, armor values are low, resistances are flat and what is most important - movement/reaction speed is directly connected to attack speed. mana cost is some kind of balance but there is BM gem in game that makes mana management a joke

7) BM gem. remove it. it removes mana from the game as a design principle. it is so easy to use, so effective, with only one drawback 5L instead of 6L. big deal. all passives needed for mana can be used to compensate dmg lost. i refuse to use BM gem just like i refused to use any broken mechanics before, hoping for the best

8) be more creative with leagues and stop being afraid of changing them in the middle. there are like 20 competetive no-lifers there and all the rest simply slay some mobs. when you see that some nemesis mods are broken (too easy/too hard) just change them. having to endure few months of broken content is not fun. also what are you planning to do to make people interested enough to play leagues till the end. currently leagues are wasteland because 'leagues are ending'. im pretty sure you havent expected that. it seems that there is something fundamentally wrong with concept of 4 months (too long) 'leagues' (there is no competition - rmters will 'win', 99% will simply slay monsters not caring about any sort of competition)

9) why maps are so dull? why there are no simple white maps similar to cowards trial? (that is EXCELENT, challenging, fun experience). asylum and olmec maps are very fun way to check what builds are broken atm (aegis aurora!!!). i hope that sometime cowards trial'esque endless wave map will be available. it is unique experience and it should be expanded instead of more of the same 'slap some random map, add random mobs, add random mods, add copy of a boss youve killed 1039 times before, call it a day'. it is cheap to produce maybe but increases the 'dull' factor

10) what is the expected normal leveling ceiling? and why it is lvl82? why reaching lvl90-100 is gated by money? money needed to buy maps if you run out and money needed to roll such maps? i understand the time constraint but making it gated by rng/money is absurd and serves nothing besides encouraging more rmt

11) can you create a list of skills and tell us:
this skill is ok,
this skill is too strong (because) and we think about (...)
this skill is universally called trash but we think it is good (because)
this skill we know is weak and we plan to (...)

some skills that i have in mind:
- punishment
- ice shot
- ice nova
- whirling blades
- leap slam
- sweep
- barrage
- animate guardian
- chance to flee
- knockback
- molten shell
- la (in the too strong section)
- burning arrow (in the very bad section)


Anyone else notice that this thread simply turns into a generic gripe/suggestion thread veiled as "questions"?
Will we meet more of Doedre´s lore in Highgate ?
https://www.youtube.com/watch?v=JcKqhDFhNHI
Any plans to make killing high map bosses more rewarding? Outside the kill all bosses challenge, there is just no incentive to engage one if there is a chance of dying.
Would you consider employing high-level players on a short/whatever term basis?
I ask this because having watched streams and youtube videos etc. it seems as if the advice of the people who play the game most &/or have a deep understanding of the game could be very beneficial to the balancing/development process

cheers
Last edited by FrowningPrawn on Feb 1, 2014, 12:54:53 PM
Interesting
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Shagsbeard wrote:
Anyone else notice that this thread simply turns into a generic gripe/suggestion thread veiled as "questions"?


And when they realize their "questions" weren't answered they'll say 'omg GGG dodges the real questions they suck'.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
"
Shagsbeard wrote:
Anyone else notice that this thread simply turns into a generic gripe/suggestion thread veiled as "questions"?


Well, we figure communication is already quite bad, so we might as well ask. Rather than keep these issues to ourselves.
Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right.

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