
When you create a character in Path of Exile, you choose a league for that character to exist in. We expect and encourage most players to play in the default league, but other leagues exist for specific play styles or events.
Characters can only see and interact with other characters in the same league. In this way, each one is its own isolated economy. The default league is extremely large and hence acts as a general economy for all characters that were not created in a specialist league. All characters in a league have access to the same shared stash pages.
Competition
Each league has its own set of ladder rankings. We’ll be frequently creating short term leagues that last varying durations (a day, a weekend, a week, etc) with item rewards for the highest placed characters on the ladder at the end of the league. There are leagues that end once a specific goal has been met (a race to level 90, for example).
League competitions are another way for players to get rewarded for their play skill and to be competitive with other players as an alternative to PvP.
Completion
There are a few permanent long term leagues including the default “standard” and “hardcore” leagues. All other leagues have a duration value and a parent league. When the duration is over, all characters in that league become part of the parent league.
Whenever any league ends, its characters are all converted back to its parent league. This way, no one loses the character they were leveling (it just ends up in a less restricted economy/ladder than the one it was initially being played in).
Game Modes
Leagues are able to apply a different set of game rules to their players. For example, increased monster difficulty, world PvP, permadeath or various "Ironman" rules.
We have many plans for interesting game modifiers that leagues can apply, but one rule is clear – they must only make the game harder. Because characters transfer back to the parent league when a league ends, it is important that the character’s journey to its current status was equivalent or more difficult than gameplay in the parent league.
Paid Leagues
In addition, we plan to allow guilds or groups of players to pay for the creation of their own league with a choice of game rule modifiers. Only players invited by the people who paid for the league can create characters in these private leagues. This option helps cater towards any groups of players who want to play online together but don’t want their playgroup to have access to items traded from external players.
The following are examples of leagues that we are working on designing. Feedback and ideas are greatly appreciated - we're very keen to hear what you think on the forums.
Hardcore
Typically, “hardcore mode” in action RPGs involves permadeath. A character killed in this mode cannot be accessed any more. In Path of Exile, slain hardcore characters revert to the parent non-hardcore league. This system encourages non-hardcore players to try the hardcore game mode, while still permanently removing hardcore characters from the economy when they die.
Ironman
In Ironman, players are unable to trade with vendors or refill their flasks in town. Mana regeneration is disabled by default. Players are encouraged to band together and manage their resources in order to survive.
Cut-throat
The cut-throat leagues appeal to the niche of players who demand the most hardcore gaming experience possible. In this mode, all world areas are public, with full PvP enabled by default. Slain characters drop all their items upon death. This game mode can also be combined with Hardcore to create an even more unforgiving world.
Attrition
An attrition league is a short duration league that starts with a fixed number of players and eliminates the player with the lowest amount of experience at periodic intervals. For example, a 24 hour attrition league might start with 100 players and eliminate one player per 12 minutes after a four hour initial leveling period. Players would be able to see how close to elimination they are on an on-screen ladder display.

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If I had to guess passive resets would be a big money maker for them
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I hope they don't mess the game up with micro transactions. I haven't been able to test the game yet but it looks great. Personally I wouldn't mind paying $20-30 for the game if you could play it without any kind of item shop then.
Micro transactions work if you don't balls it up like developers did in Battlefield Heroes. They marketed the game from the start that it's F2P and you can only buy cosmetic changes with money, but I don't think the game was ever like that after release. Character skins and maybe possibility to respec your char with money (like $1-2 for respec, but you could also pay it with in-game money). |
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How hard is it for people to understand that the Dev's do not want to add anything that alters gameplay significantly? XP boosts, Drop Rate boosts, Special HP/MP pots, Unique items - they all alter gameplay.
XP boosts, as i see it, would absolutely taboo in ladder matches anyway. If the goal in a particular ladder is to be the first person to reach lvl X, how is that not gamebreaking? Purchaseable Drop Rate boosts absolutely destroy game economies. Perfect example is MapleStory. In that game you can pay real money for ingame items(via gachapon), a lot of which are quite rare, then turn around and charge ridiculous amounts of in game currency. Now I have no idea what kind of economy PoE will have. Even if its strictly a bartering system increased drop rates, unless globally applied, will destroy the economy. Things like pets or unique items, unless they are strictly for aesthetic purposes, absolutely break gameplay by giving a competitive edge aka pay2win. If the pets do NOTHING but follow you/talk to you/perform useless but amusing tricks then that's great. If they casts buffs or pickup items or add storage, then thats altering gameplay in an unfair manner. Storage... maybe not as significant as some of the other issues. Same thing goes for Unique items or HP/MP pots as well. They have to be purely aesthetic, maybe a special color or perhaps your character gets a glow/aura or special effects when you strike an enemy. It has to be something that has no bearing on gameplay. If you can buy stacks of pots that regenerate your stats quicker than normal pots, then that is definitely an unfair advantage especially in a PvP situation. There are plenty of ways for GGG to make money, IF they want to, without resorting to adding asinine game breakers. |
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That would be the same as buying respec orbs. My Kiwi is augmented.
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Prob like LoL did with skins and boosts i dont know what they have in this game other than a few videos and the site info because im not in the beta yet but it will prob be micro.
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Im sure theres money to be made here, dont worry about them becoming street people.
Thanks To Mah Good Buddy *xtrem* For Teh Beta Key. :Wub:
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No matter what micro transactions will be implemented (as long as they don't affect the gameplay like many mentioned before), at least for me it's quite important to support the GGG team, cause the game is more than worth spending some money on it or do you know any other beta games where the players' interests and concerns are appreciated that much?
Well done GGG! |
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I would like to see character slot and inventory space for sale. That is what I am most interested in and it is something that you don't need to play, but like to have.
What I hope we won't see is pay-to-win or a monthly fee. Both of this are reasons for me, not to play a game. |
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could sell capes with custom designs for groups in-game. or skins for gear or weapons and pets, mebbe dots for our foreheads too...I'll want a little red one right away!
we will rise or fall together, mediocrity is accomplished alone
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Since League of Legends become more popular than WoW (so they say), this game should follow the store/money making machine that Riot implemented. It was proved that it works, what else is needed ? Still you can add more to it, there are some things that most of the players dont like.
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