[NO REFUND] Dyadian Dawn returns!

It was buried in the last big post I made, http://pathofexile.gamepedia.com/The_Broken_Crown
Designer of The Broken Crown
Designer of The Sigil Divination Card
https://www.reddit.com/user/ThisIsABuff/
For its niche its okeyish. Still I would not be satisfied at all if I paid 1000 bucks with that outcome.

Overall I feel that supporters are to lenient with the "HURRR DURRR ITENZ NEEZ DRAWBACKZ". They are so out of whack and bullshit on most of them that those uniques cry for being vendored.

Drawbacks should be "Useability with some skills", Hard to reach stats (300 STR for a Bow EG), or gameplaywise giving harder approaches to some mechanics (Good exanple is Infractem, No leech, you need Regen to sustain).

Anyways, happy that you are happy.
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
"
cryptc wrote:
It was buried in the last big post I made, http://pathofexile.gamepedia.com/The_Broken_Crown


Thx a lot, this is really nice, would love to eventually add it to my collection. Here have a cookie. :)
"
Vincendra wrote:
For its niche its okeyish. Still I would not be satisfied at all if I paid 1000 bucks with that outcome.

Overall I feel that supporters are to lenient with the "HURRR DURRR ITENZ NEEZ DRAWBACKZ". They are so out of whack and bullshit on most of them that those uniques cry for being vendored.

Drawbacks should be "Useability with some skills", Hard to reach stats (300 STR for a Bow EG), or gameplaywise giving harder approaches to some mechanics (Good exanple is Infractem, No leech, you need Regen to sustain).

Anyways, happy that you are happy.


If all uniques were Shavs, no uniques would be Shavs.
Designer of The Broken Crown
Designer of The Sigil Divination Card
https://www.reddit.com/user/ThisIsABuff/
@Dlrr, your not a twat and stop excusing yourself.

You are perfectly right to demand some form of customer service for the investment/support you made.

Personally i have always found this "create your own unique" a troublesome concept, more so because of the never-ending meta changes and constant balancing GGG pushes the game true.

Now factor in the design time estimates(using the estimates provided in this thread) and you have a situation that is in dire need of a rework/revisit of the execution plan in my opinion.

For most of the time-lines i read in this thread, the game mechanics have been changed roughly three times and the passive tree reworked another four times. these are reason enough for a unique creator to just "scrape" his entire concept and start over again, increasing the design time even further.

If i might make a suggestion to GGG =
alternate idea for the design you own unique process
Personally i would create a points system.
hypothetically low end unique - 100 points value
mid tier unique - 150 points
high end unique - 200 points

Then create an index/mod list and arrange points for them relative to power and utility, give them 3 scores each for low/mid/high tier str

Update this list with new concept and idea's/workable mechanics that become available in the game.

Make a refined list of mechanics that are unable to function within the game engine, update this list as people send mails with question for certain mechanics.

After this, unique designers can essentially create a unique by spending there "points" on modifiers and then sending in the base-line unique with a relative high chance that the power-curve is in line with the game.

At that point the communication process could start since the base-line item respect's boundary's set forth by GGG in this scenario this process should take a lot less time then the constant "to strong vs to weak" communication you have now.

I imagine this looks like an extremely lot of work, maintaining the list's etc and assigning relative value's to them etc. But just like the grandmaster deal, this would put a lot of work on the purchaser himself and allow a lot more of GGG resources on just finalizing the product.

In the end, if this system is effective, you could actually sell more unique design packages and it would become more beneficial for GGG as the list's get more in-depth and the process of finalizing more streamlined. The strain on GGG resources would reduce over time, essentially you would create a sort of

"create your own unique".exe that follows GGG boundary's and has a high chance, if the rules are respected, to have a end-result that can be implemented into the core game.


To finish off, that spoiler got a lot bigger then intended, i really do like your original concept Dlrr (the first axe, i have no knowledge about your second creation) but i think it felt victim to what i started this post with, the constant changing of game-mechanics and passive tree changes.

I think when it was released it was a really solid "unique" with interesting behavior.

I would urge you to continue this trend and make another solid "unique", maybe not a *getrektmonstas* but something fun in the right hands. I always love designs that hide there true potential and become increasingly powerful relative to the user's knowledge of the game.

Even then, i can only imagine how incredibly hard this process in it's current state is and how it is subject to change at every twist of the game, making the designers pray there original intend is kept intact.

This process would not be for the likes of me, i would probably shed a tear if my creation would get #rekt by balance changes :/, so i applaud your involvement and endurance.

Peace, and another hug,

-Boem-

(wall o text, apologies, but i read this entire thread and it was very interesting, i imagine it was similar for the GGG office)

edit : typo
Freedom is not worth having if it does not include the freedom to make mistakes
Last edited by Boem#2861 on Jan 20, 2015, 1:18:00 PM
"
cryptc wrote:

If all uniques were Shavs, no uniques would be Shavs.


Im not talking about "broken as fk". Chaos on ES is nearly NEEDED, even for Hybrid builds.

Im talking about "being useable". Your crown would have been okey with the drawback of the COD support gem alone. Its 4L which can not be used with cast gems properly.

It is a lowlife unique, but still not giving Life. It is not giving any resists. 1 Item alone makes me think about my build and if I can run anohter unique (which lack life or resist on most of them).

That thing costed me 2C and is 100% better then yours. Given it has no ES, but there are TONS of CHEAP ES only rares out there with a Life and Chaos roll. They are inherently cheap because ES goes well if rolled high, without life and chaos resist, because CI.

On top, Broken crown gives me reduced manareg.

Upsides are: 20% global increased damage on lowlife (means 1-2 passsive points on the tree MAX), good armor/ES for hybrid and give as much ES as a pure ES helmet with Life would in most cases. 40-60 chaos res, which means I can safe me 1 Item with chaos rolls (with 30 on rares being top roll).

^ those are not worth passing on a life roll, 2 other res rolls and the possibility to socket whatever I want.

If I ever want to go lowlife on nonshavs, I'd prefer a rare like the posted over your unique everytime if I had the choice (which is IMHO a failed attempt to fullfil your design).
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
So sorry to hear the unfortunate news dlrr. I was hoping that the design process would improve from the feedback I left in my post-mortem, particularly with the chase e-mails but alas, it doesn't seem so.


I enjoyed our discussion about item possibilities though! Very honoured that you asked me for feedback and I hope you end up satisfied with Dyadian Dawn.
"
Boem wrote:
@Dlrr, your not a twat and stop excusing yourself.

You are perfectly right to demand some form of customer service for the investment/support you made.

Personally i have always found this "create your own unique" a troublesome concept, more so because of the never-ending meta changes and constant balancing GGG pushes the game true.

Now factor in the design time estimates(using the estimates provided in this thread) and you have a situation that is in dire need of a rework/revisit of the execution plan in my opinion.

For most of the time-lines i read in this thread, the game mechanics have been changed roughly three times and the passive tree reworked another four times. these are reason enough for a unique creator to just "scrape" his entire concept and start over again, increasing the design time even further.

If i might make a suggestion to GGG =
alternate idea for the design you own unique process
Personally i would create a points system.
hypothetically low end unique - 100 points value
mid tier unique - 150 points
high end unique - 200 points

Then create an index/mod list and arrange points for them relative to power and utility, give them 3 scores each for low/mid/high tier str

Update this list with new concept and idea's/workable mechanics that become available in the game.

Make a refined list of mechanics that are unable to function within the game engine, update this list as people send mails with question for certain mechanics.

After this, unique designers can essentially create a unique by spending there "points" on modifiers and then sending in the base-line unique with a relative high chance that the power-curve is in line with the game.

At that point the communication process could start since the base-line item respect's boundary's set forth by GGG in this scenario this process should take a lot less time then the constant "to strong vs to weak" communication you have now.

I imagine this looks like an extremely lot of work, maintaining the list's etc and assigning relative value's to them etc. But just like the grandmaster deal, this would put a lot of work on the purchaser himself and allow a lot more of GGG resources on just finalizing the product.

In the end, if this system is effective, you could actually sell more unique design packages and it would become more beneficial for GGG as the list's get more in-depth and the process of finalizing more streamlined. The strain on GGG resources would reduce over time, essentially you would create a sort of

"create your own unique".exe that follows GGG boundary's and has a high chance, if the rules are respected, to have a end-result that can be implemented into the core game.


To finish off, that spoiler got a lot bigger then intended, i really do like your original concept Dlrr (the first axe, i have no knowledge about your second creation) but i think it felt victim to what i started this post with, the constant changing of game-mechanics and passive tree changes.

I think when it was released it was a really solid "unique" with interesting behavior.

I would urge you to continue this trend and make another solid "unique", maybe not a *getrektmonstas* but something fun in the right hands. I always love designs that hide there true potential and become increasingly powerful relative to the user's knowledge of the game.

Even then, i can only imagine how incredibly hard this process in it's current state is and how it is subject to change at every twist of the game, making the designers pray they original intend is kept intact.

This process would not be for the likes of me, i would probably shed a tear if my creation would get #rekt by balance changes :/, so i applaud your involvement and endurance.

Peace, and another hug,

-Boem-

(wall o text, apologies, but i read this entire thread and it was very interesting, i imagine it was similar for the GGG office)


Its a good concept to lure in people to donate but its bad in its execution because of the balance changes items go through and that hurts the main vision someone has for the unique they create.

They should have put a limit on it on how many at a time can be bought and created and put into the game. That might have alleviated some of the stress people go through now with their uniques they get to make.

It becomes more apparent that GGG hasnt planned for things to go like the way theyre going right now with POE, uniques, hacks, desync and legacy items and so on. Its just so much stuff that still has to be done and still bothers people i doubt GGG will ever catch up to most of it.
The entire process soured me on giving money. Dealing with the cheaters was a nice feather in Chris's cap, but banning NO ONE left a very sour taste in my mouth. I understand 100% why it was handled that way, but I'm left with zero recompense.

Basically everyone should have been cheating and selling the rewards on D2JSP (since the correlation between those two activities has got to be 75%+). I'm thrilled that it all got resolved, in the same way that I'm thrilled that my unique was finally released, but too late for me to really muster the drive to donate more.

I've never believed that your supporter pack or the amount to which the Developers like you should have any effect on feedback, or balance, or anything with this game. The sad reality is often far different, and for anyone other than Kripp I find it puzzling myself.

I wrote out my flavor text, and I had it in a specific structure but I was "suggested" to change it based on some dude, I guess, who showed up yesterday at GGG. I agreed because I didn't want to wait around another 3 months diddling each other over iambic pentameter.

I've found many decisions puzzling in the last year or so, for all sorts of reasons:

1. I still am baffled to this day why there is such a emphasis on the Magic angle. They're completely different games, one that is consumed in a vacuum and the other a video game.

2.
Why was the eternal pack even offered?

3.
If the goal is to keep players playing longer, and shorter leagues give the appearance of more activity, why was "gear acquisition speed" ramped up to such riidiculous levels in Forsaken Masters. I'm not going to go find the quote, but Chris basically stated "we added the mods 'added light radius' and 'reduced attribute req' to make gear acquisition slower.

....Then added eternals.
....Then added Forsaken Masters.

4.
Why has there not been a firm decision on how "scamming" is handled. Personally I think GGG needs to be hands off, but instead of dealing with the issue, they offloaded it to the PoE Subreddit, causing that place to be a haven for the justified outrage. We can't have it both ways, either this game is a hardcore game, or it not. Posting feedback on someone's selling thread is part and parcel of the whole thing.

5. Far too often GGG has a decision about balance, or something, and if the thread on Reddit reaches a critical mass we all know its being adjusted to fit the popular point of view. This is wrong, on so many levels, that I'm going to specify as much as possible.

5a. Adjusting anything based on popular and vocal feedback of a small segment of the population doesn't represent true balance.

5b. Creates an expectation that this will always be how things are handled. I.E. You shouldn't be upset you died to frozen sky in Bloodlines, you should be upset you died before that inevitable nerf happened.

5c. If they would just stick to their guns, that would make a much more compelling game all around. "This game is challenging, good luck exiles".

5d. 5c only works if content is actually balanced well. Bloodlines was much better than the previous two unmitigated disasters, but the damage was already done. From now on if anyone at GGG said what I wish they had said for Invasion (after immediately removing the 3-4 bosses that were broken as all hell) I'd just roll my eyes along with everyone else and prepare for the nerf.

6. Time to address some long standing questions people have in the community. If we're on a roll with the cheating thing, time to talk about cut-throat and paid player leagues.

7.
Its better to own something than to run from it. If there were in game explanations that this game has unit collision, and other common scenarios where desync easily happens, and we chose this for any number of reasons(Please see 5c) and for that reason we have an included button for /oos in the game UI. Maybe someone will have to die one or twice before they figure it out, well guess what, most the Diamond supporters liked this game because of exactly that.

8.
My impression is that the lowest common denominator is the most important player for Chris, I.E, the person who buys one or two stash tab bundles on the stash tab sale, which to be quite honest, is hilarious given that the game started with being all about the 80\20 rule and how the big supporters are the big money for small indie developers.

9.
I haven't given money in over 15-18? months. I'm frankly stunned I haven't gotten an email with something like "short survey with 3 questions about what would make you support again". Maybe I wouldn't, but as someone who has worked for a company of comparable size to GGG, and who made use of those things its puzzling that nothing like that happened.
9a. I feel like the best way to get attention on something is to just make a drama thread on reddit, and then your odds of getting that attention increases like 500%.

10. The direction of the passive tree, how the game is balanced, how things like BotW are handled (how in the world does any Diamond Supporter\Streamer ever get that shit is beyond me), the decision of what is nerfed and what is not I find extremely disappointing.
"When I close my eyes, I see this thing, a sign, I see this name in bright blue neon lights with a purple outline. And this name is so bright and so sharp that the sign - it just blows up because the name is so powerful... It says, "Diamond Supporter."
Last edited by Morsexier#3505 on Jan 20, 2015, 6:59:31 PM
"
adania wrote:

With 245 uniques left to make it would take 980 days at the current rate for completion. That would be September 26th 2017


key word in there is CURRENT. as stated earlier, they are hoping to improve this process.

Really interesting to hear about the design process from so many unique collaborators.

and while im at it, my two cents about uniques in general, there are some uniques that are underused because people dont want to build around the mechanics of them. they are often surprisingly fun when you design around them, even if that means you wont be able to play the highest lvl maps (or maps at all). I have defiantly had uniques drop that i then build around with on my next char. i am surprised at how often playing with a unique i originally scoffed at turns out to be fun to use, even if its just for a short time and i eventually have to change my build to be more suited for other content.
Hey this is a signature! pretty cool stuff...yeah...
Last edited by websterep#3546 on Jan 20, 2015, 7:16:34 PM

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