[NO REFUND] Dyadian Dawn returns!

Ill share my design process too

The design process was fast for me(started in ambush, unique was ingame in 1.3) though since i just pressured them as charan suggested, just be annoying as shit and send them mails with ideas u got every few days, otherwise your design process will be left forgotten since they will think youre not decided on anything yet.

Originally i wanted to do a belt with EB, that was too powerful(obivously i was childish and tried doing OP shit instantly), after that i had an idea for a high block staff but hegemony was making that already, so no good there.

Finally i settled on a sword since there were no usable unique swords and i also love playing my sword mara build and by having a unique sword for that character you solve your biggest gear problem, the weapon.

First i wanted to get +1 max rez on it since 2h tankyness requires a massive amount of point investment(to get to about block build tankyness i got 260% increased life on tree and 8% regen, still managed to get to 30k tooltip cyclone with a 500pdps sword, but the point investment in life is ridiculous), so i thought a high pdps unique sword that gives +1 max resistances would be awesome, but +1 max rez was deemed dodgy so it got scrapped.

Eventually i realized i dont have to make anything insane that would be very rare and might get nerfed, so i went for a high pdps weapon, with some unqiue mods on it that arent too powerful or game changing, just because i wanted to avoid it being nerfed or becomming useless because of a patch, like other unqiues.

The design process is kind of hard to do, almost 90 mails back and forth, but i think they just really dont want to add any item that might become legacy items, but the team in my case was cool, they gave reasons as to why X thing is powerful, really nice people and very patient

Basically if you want to design a unique, dont try to trick them into adding something OP because they wont fall for it anymore(not talking about you dllr, but i know some people try it because i did too), and if they do theyll nerf the unique anyway, take your time and just send them a bunch of suggestions that you honestly think are balanced.

In your case, they didnt add the belt with fire burn speed and block chance on chilled enemies because it can be OP in conjuction with other items, not dyadus, the fire burn would be OP as hell with RF and prolif builds and the block chance on chilled enemies would extremely OP with soul taker+aegis build(physical damage can chill with soul taker)

and those are just 2 examples with which i found why the belt would be OP off the top of my head, im sure they have more.

"
Chris wrote:
dlrr: thanks for the feedback!

I'll have another meeting with the guys and we'll try to go for more transparency with the timelines in the process.

One thing I really wanted to do was email every past Unique-designing supporter to see how things are going, but our concern is that'll create an overwhelming flood of people suddenly taking interest in making their item now (having been prodded by such contact - many are happily waiting for inspiration to strike). Do you have a suggestion for how we can handle following up with people without causing this problem?


just my 2 cents, its probably best to leave that until you finish or are almost finished with all unqiues because im guessing a LOT of people will want to change theirs
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Last edited by VictorDoom#6290 on Jan 21, 2015, 9:24:21 PM
I don't get the thread's point.

So you wanted to force your "heavy hit" vision onto the development team?

Then you get Chris Wilson "on the phone" since "heavy hit" is not happening.

And now what?
You creating something else?

I honestly hope it has nothing to do with that Dyadus Axe. In any way. I really hope you do better!
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VictorDoom wrote:
Ill share my design process too

The design process was fast for me(started in ambush, unique was ingame in 1.3) though since i just pressured them as charan suggested, just be annoying as shit and send them mails every few days, otherwise your design process will be left forgotten since they will think youre not decided on anything yet.

Originally i wanted to do a belt with EB, that was too powerful, after that i had an idea for a high block staff but hegemony was making that already, so no good there.

Finally i settled on a sword since i love playing my sword mara build and by having a unique sword for that character you solve your biggest gear problem, the weapon.

First i wanted to get +1 max rez on it since 2h tankyness requires a massive amount of point investment(to get to about block build tankyness i got 260% increased life on tree and 8% regen, still managed to get to 30k dps with a good sword, but the point investment in life is ridiculous), so i thought a thing that high pdps unique sword that gives +1 max resistances would be awesome, but they think +1 max rez is too powerful so that got scrapped.

Eventually just went for a high pdps weapon, with some unqiue mods on it that arent too powerful or game changing, just because i wanted to avoid it being nerfed or becomming useless because of a patch, like other unqiues.

The design process is kind of hard to do, almost 90 mails back and forth, but i think they just really dont want to add any item that might become legacy items, but the team in my case was cool, they gave reasons as to why X thing is powerful, really nice people and very patient


To be honest, +1 max res doesnt sound as bad as what shavs does. I hope i find your weapon at some point.
@victor, i think you made quite a good choice.

Your sword is elegant because of it's straightforward simplicity :). and like you suggest, a lot would have to change for it to be nerfed, even if they do rework the passive tree for example and boost melee nodes.

They could nerf the base dps of your sword which would compensate the tree, but the inherit aoe and added fire would still push it to a usable unique state.

But you know this already, i like that sword :'). (2-hander fans unite <.< )

(EB belt, seriously so OP, my MoM cleave duelist would go fap-mania)

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
idrgz wrote:
"
Xedralya wrote:
"
YEARS of silence about hacking and cheating.


Listen man, I'm not trying to argue with you, but have you been reading the announcements this week?


lol couldnt pass this up, listen man, im not trying to argue with you, but have you read the recent threads on reddit of a guy who has been duping mirrors/eternals/exalts for who knows how long and said that he made thousands of dollars rmting them ? and you tell us about that "announcement" where 3k people who hacked got WARNINGS ? WARNINGS NOT BANS!!!!! who cares?

hackers got a warning for hacking for who knows how long,selling rewards on *that site* etcetc, and all they got was a damn warning, praise the sun !!!!!!!!


That dude only did the AMA after he was banned. So they are banning people.
"
MonopolyLegend wrote:
"
I_Are_Noob wrote:

TL;DR; Ditch the email and use something that enables real time dialogue.


A lot of times, the developers I worked with didn't have the answers straight away. A few of the emails I received were things stating they'd have to check into it with the programmers to see if it was something that was feasible from a technical standpoint. I imagine they wouldn't want to be put on the spot through instant communication systems.

EDIT: Another downside to IMs is it can be more demanding than emails (As with emails there is the expectation of having to wait for a response...generally not several months, but the waiting expectation is still there to an extent). I have to use an IM system at work and now cringe whenever I receive instant messages because I get so many of them throughout the day from people asking questions or needing assistance with things. I think I would go literally insane if I had to deal with 250+ people like myself sending me IMs while I went went about my day as a GGG dev. They do have other responsibilities, unfortunately.


To clarify, I was suggesting arranging a conversation for a specific time. An always available solution would be a nightmare, I agree.

Hopefully when 1.4 is released, GGG will be able to spare some programmers to sit in on such conversations so they would be able to provide ideas on what's feasible straight away.

Off topic, but I hope the balance team will also take another look at previous supporter designed uniques that were balanced under different conditions to those we have now.
Well, I guess if anyone can relate to this - I can. I don't know if it is still true or not but at the time Daresso's Defiance was released, Chris mentioned in a patch preview video that it was the longest developed supporter item they had ever made.

This was a bit embarrassing but at the same time it I felt a certain reinforced pride in my item as it became a living thing that, despite patches killing ideas, morphed into exactly what I wanted it to be. Rory and I made a fantastic team on Daresso's Defiance or at least I think we did, he might think I'm stubborn and bullheaded - he would be right though. I am all of those things but I think it was due to those traits that we created an item that even a year later I am actively using on my main character.

I'll save you the wall of text here and give you the quick links to go read up on it:

Prior to Daresso's Defiance and design art created by myself for previous ideas as well as the initial concept art for the unique itself.

Concept Art and Initial Item Concepts

Complete Timeline for Daresso's Defiance

To put a tangible time to things, I sent my first email to GGG on July 5th, 2012 and my item entered the game on December 9th, 2013. My first three items were discarded, including my brace of wands which I was excited enough about to do the concept art myself, from what felt to me at the time as sheer disinterest.

In retrospect, I don't think that was it at all and it was more GGG was planning massive revisions to the core of the game as we came out of Beta and into Release. Due to this, they were probably hesitant to push any items out that pushed the boundaries beyond the standard item, for fear it would cause issues with the new game mechanics.

So I would keep that in mind as we're at one of those points again, with Act 4 being openly discussed and worked on. If GGG is planning major game mechanic revisions then items which push the existing boundaries allowed within the game are most likely going to find themselves on the back burner. Not because Chris or the team don't want them in the game but because they cannot program an entire Act with multiple items breaking encounters in mind.

It's much easier to design the act against the existing content and then add in new items once it has been deployed, allowing for the new items to better fit into the game and not end up broken or revised due to unforeseen consequences.

Anyways, that's all I've got for right now, if Chris wants to add more he's welcome to it. :)
13 pages of thread, and no one has asked - do we really need 600 uniques? 900? More? In five years time are we going to have 22 types of chanceable 'trollmantel'?
"
davidnn5 wrote:
13 pages of thread, and no one has asked - do we really need 600 uniques? 900? More? In five years time are we going to have 22 types of chanceable 'trollmantel'?

people have paid for them.
"
Fiveby5 wrote:
Well, I guess if anyone can relate to this - I can. I don't know if it is still true or not but at the time Daresso's Defiance was released, Chris mentioned in a patch preview video that it was the longest developed supporter item they had ever made.

This was a bit embarrassing but at the same time it I felt a certain reinforced pride in my item as it became a living thing that, despite patches killing ideas, morphed into exactly what I wanted it to be. Rory and I made a fantastic team on Daresso's Defiance or at least I think we did, he might think I'm stubborn and bullheaded - he would be right though. I am all of those things but I think it was due to those traits that we created an item that even a year later I am actively using on my main character.

I'll save you the wall of text here and give you the quick links to go read up on it:

Prior to Daresso's Defiance and design art created by myself for previous ideas as well as the initial concept art for the unique itself.

Concept Art and Initial Item Concepts

Complete Timeline for Daresso's Defiance

To put a tangible time to things, I sent my first email to GGG on July 5th, 2012 and my item entered the game on December 9th, 2013. My first three items were discarded, including my brace of wands which I was excited enough about to do the concept art myself, from what felt to me at the time as sheer disinterest.

In retrospect, I don't think that was it at all and it was more GGG was planning massive revisions to the core of the game as we came out of Beta and into Release. Due to this, they were probably hesitant to push any items out that pushed the boundaries beyond the standard item, for fear it would cause issues with the new game mechanics.

So I would keep that in mind as we're at one of those points again, with Act 4 being openly discussed and worked on. If GGG is planning major game mechanic revisions then items which push the existing boundaries allowed within the game are most likely going to find themselves on the back burner. Not because Chris or the team don't want them in the game but because they cannot program an entire Act with multiple items breaking encounters in mind.

It's much easier to design the act against the existing content and then add in new items once it has been deployed, allowing for the new items to better fit into the game and not end up broken or revised due to unforeseen consequences.

Anyways, that's all I've got for right now, if Chris wants to add more he's welcome to it. :)


My mind over mater cleave duelist loves your creation.

Many blessings to you sir.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes

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