
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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"Trust me, i know a lot more about the game than you. The game is not an MMO. The game is instanced, not persistant. There is an entire Dev diary post dedicated to why PoE does not want to be labelled as an MMO.
http://www.pathofexile.com/news/2010-11-29/dev-diary4 just a link for those who haven't read it." Bet ya you dont.Prove it :3 Cheaper than free... Speedtree
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Just wanted to say: this "league" idea is pure genious and dont you dare let it go.
Im glad you included hardcore and iron-man leagues. As for new ideas, i dont know whats the default is for selling items to vendors, but having a league where you got 0 gold for sold items would be interesting seeing as the economy else might be flooded. More expensive repairs - makes for a more unforgiving world whilst stimulating the economy in the league. But as i said, the viability of these suggestions heavily depend on the way the economy is treated in the default league. |
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I think will good make something like League king he can make aliance with other kings or make league wars and give titles (Right hand of king,Lady Killer,Knight...
Fiat iūstitia, pereat mundus.Ego sum, qui sum!.Sine ira et studio.Orbis unum...
ERRARE HUMANUM EST. |
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A league is not a "guild" but a whole separate "ladder" that has characters that do not interact with any other leagues. |
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Couple of recent ideas on this topic:
1. May The Best Man Win: This league derives its rewards from PvP. Most likely timed, and certainly hardcore, players earn both points and recognition by killing other players. The higher your level, the more you are worth - to the one who kills you. Also, from the other side of things, when you kill someone you inherit all the points they've earned. Furthermore, and making the top a more dangerous place to be, the more you are worth - be it from levels or kills - the greater your aura of menace will be, warning other players in the instance of your proximity (if not your direction) from further and further away as it strengthens. Example with arbitrary numbers: Say we have three players: Victim, Pkayer, and Backstabber. Everyone starts the example at level 10 and have no kills, so they are each worth 10 points. Pkayer and Backstabber gang up on and kill Victim; Pkayer gets the last hit in, and so gains 10 points; he's now worth 20 points. Backstabber, sensing opportunity, turns and kills Pkayer and gets 20 points, and so is worth 30 points. Backstabber is also now over the first point threshold of 25 for the aura of menace, so now other players know when he's within a screen's length of them. Later, he levels up, kills someone else, and gets to the second point threshold at 50 points; now other players know if he's within two screens of them, and if he's within one screen of them (but nothing more precise than that, to at least leave the possibility of stealth open). 2. Mundane League: No magic items or skill gems can be found (whether in the wilderness or in a vendor's inventory). As this blatantly discriminates against spellcasters, rewards for participation in a league like this should probably be subdivided by class. |
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That would be rough. I don't think I'd be interested in playing that. Forum Sheriff
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How about an Oddball/Non-cookie-cutter league?
Put restrictions on what skills are available based on what's most popular in the default league at the moment. Start over with new restrictions once every few months (when we've come up with builds just as powerful as the previous cookie cutters :p) |
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Ha I think this would be a lot of fun, though I feel like you could change up the skill restrictions more often than every few months. Participating in the league would be a great way to explore weird new builds and skill combos. I really like the sound of a few of the other ideas that were tossed out as well. tpapp157's Hero league, the infinite dungeons idea and the max dps competition league would be great. In particular I think the dps tracker would be a good candidate for an intense short-term league. |
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Suggestion #1
Reversed win conditions A week or month-long hardcore league, one entry per account, where whoever completes task X (finishing the game, killing a certain boss etc.) at the lowest level wins. So at the end of the week/month if one guy has completed the task and is level 14, and another guy did it at level 10, the level 10 guy wins. Tie breaker could be whoever did it first, or lowest actual XP amount. Survival, mobility, speed, dodging, and abilities that slow or stun would be key here. I can envision players herding up huge groups of zombies and trying to take out other players with them, or force the other player to kill them thus gaining unwanted XP. Endless fun since the target could be different each time, presenting different challenges. Suggestion #2 Treasure Hunt A specific item is hand (or randomly) placed in the world. First to find it wins, and keeps the item. I realise the world is randomly generated, but for instance it could go in chest #3, floor 2, dungeon x. Or just spawn on the ground somewhere. League lasts for as long as it take for someone to find the item. Percentages: the root of all evil.
Better forum style: http://www.pathofexile.com/forum/view-thread/5387 |
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What if there was a hardcore league that gave you five lives before you were kicked. Each time you died, your character would become more deathly looking. Also a vulture or a dark spirit or something would follow your character around and the more you died the more of these would start following you. I just like the visual of it.
Forum Sheriff
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