D3 Dev's Lessons Learned - How Relevant to PoE?

Most ominous quote from the D3 dev:
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Players like it difficult? No, they like efficiency!
Not what I would have said. Players (still) like difficulty; workers like efficiency.

So what this means, if you really think about it, is that Blizzard has realized a huge portion of their playerbase is more obsessed with keeping up with the Joneses - or, at least, more obsessive in general - than they are interested in the actual hack & slash part of the game. They're not having fun, they're fucking working.

And of course they are. If they wanted better action gameplay they'd play Dark Souls instead.

So then these workers get all these digital wages, and when they try to yardstick them they find themselves competing against The Economy, a mass collective no one man could ever hope to match. They feel an utter meaninglessness of their impact upon the game world in a far more profound way than poor old Marius could have ever imagined.

In any case, the D3 team finally realized this and responded accordingly, obliterating the yardstick, going as autopilot and loot-spewing as possible while really hitting that "endgame for everyone" pillar hard.

So... really, how is GGG all that different at this point?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Mar 9, 2015, 12:08:38 AM
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mazul wrote:
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NeroNoah wrote:
I say it always, a finite difficulty is a blessing in disguise. Only people that don't really care about power creep or variety will say otherwise. Even if Uber Atziri is not for every build, it's an optional, non farmeable boss, and probably the first of many that will complement themselves when it comes to diversity.


Playing lv75+ maps is "optional", playing atziri is "optional", even whole merciless is "optional". You can reach lv100 without ever entering merciless.

What makes Uber Atziri far more "optional" than entering "Merciless"?


Honestly? Nothing in particular. I don't really know a lot about those points, but to my knowledge, it's at that point that build diversity goes to hell. Still, maps for everyone (given that you know what are you doing) plus optional bosses (soon?) that require some specialization for some builds seems like a good structure for the game. I'm not the only one who thought about this, :)
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
If Blizzard would have decided to call it anything but a "Diablo" game I would be ok with it. They made an entirely new thing and slapped "Diablo" on the title for money grabs.
i <3 minesweeper
Just another bash D3 thread, move it already.
PoE's problems at it's heart also lie with business model they chose.

The supporter packs offering users a chance to create in game items is a way to lose control of the design of the game.

It also creates the unwarranted self importance of a few people in forums with fancy forum logos and titles that they think gives them and their opinions more weight.

The control they so desired by making the game always online instead was sold for a few pieces of silver.

Release another PoE with a pay wall at the end of "normal". Make everyone pay the same amount and have access to the exactly the same amount of stash tabs. Allow single player offline and even LAN mode. Give modders a chance to make something new with the mechanics. If they were truly "old school" fans of arpgs they would have done this.
Let the games begin
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whineston wrote:
PoE's problems at it's heart also lie with business model they chose.

The supporter packs offering users a chance to create in game items is a way to lose control of the design of the game.

It also creates the unwarranted self importance of a few people in forums with fancy forum logos and titles that they think gives them and their opinions more weight.

The control they so desired by making the game always online instead was sold for a few pieces of silver.

Release another PoE with a pay wall at the end of "normal". Make everyone pay the same amount and have access to the exactly the same amount of stash tabs. Allow single player offline and even LAN mode. Give modders a chance to make something new with the mechanics. If they were truly "old school" fans of arpgs they would have done this.


Oh please, its the other way around, turn off your supporter tag and people look down on you. And who are you to tell GGG how to make money? You are delusional if you think making people pay at the end of normal would make them stick around. I wouldnt even touch a game that was gated by money.

And user designed uniques arent something GGG takes lightly, we had enough that complained how GGG doesnt let them design the unique they wanted or how strong they wanted it.

If this game was offline, who would even have to pay anyways? You cant be serious, pay after normal but the game would be offline so it doesnt even matter if people pay because they can pirate the game and hax their way past the payment thing.
Back to topic, I may be a bit too radical on that matter but I think the "D3 devs' lessons learned" is not relevant at all to PoE. My main point would be this : D3 devs may have spotted some major issues over time but they almost always take the easy way out. Therefore, I prefer PoE to not take anything at all from how D3's team handle their own thing.

The biggest example for me is their obvious tendency to apply "covering" bandages and patches instead of the better but harder way of rethinking and fixing the whole thing.
Take the itemization, for example, which has a lot of problems identified by players over time. Every weapon, even with the best rolls possible, is shit without a socket ? Just put the mystic in and the Ramaldani Gift (=guaranteed crafted socket without loosing a stat on the weapon for it) into the game. The core issue is still here, but everybody think it's "fixed" because it's now covered. You need your main stat on every item ? Put smart loot in for almost guaranteed main stat for your class (once again, problem still here, just covered). Your newly found set gloves are crap because they miss crit chance or crit damage (because every build of every class want these) ? Just use the Mystic, you'll get it. The problem is still here, you still want that roll no matter what you'll play, but it is now covered.
An other good example of that typical course of action was the way they handled the dodge/Dexterity issue. They never knew how to really balance it. What did they do in the end ? They simply removed it from the game, making dexterity to grant armor instead. Easy way out, as always.
IGN : @Morgoth
Last edited by Morgoth2356#3009 on Mar 9, 2015, 6:18:47 AM
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Morgoth2356 wrote:
Back to topic, I may be a bit too radical on that matter but I think the "D3 devs' lessons learned" is not relevant at all to PoE. My main point would be this : D3 devs may have spotted some major issues over time but they almost always take the easy way out. Therefore, I prefer PoE to not take anything at all from how D3's team handle their own thing.

The biggest example for me is their obvious tendency to apply "covering" bandages and patches instead of the better but harder way of rethinking and fixing the whole thing.
Take the itemization, for example, which has a lot of problems identified by players over time. Every weapon, even with the best rolls possible, is shit without a socket ? Just put the mystic in and the Ramaldani Gift (=guaranteed crafted socket without loosing a stat on the weapon for it) into the game. The core issue is still here, but everybody think it's "fixed" because it's now covered. You need your main stat on every item ? Put smart loot in for almost guaranteed main stat for your class (once again, problem still here, just covered). Your newly found set gloves are crap because they miss crit chance or crit damage (because every build of every class want these) ? Just use the Mystic, you'll get it. The problem is still here, you still want that roll no matter what you'll play, but it is now covered.
An other good example of that typical course of action was the way they handled the dodge/Dexterity issue. They never knew how to really balance it. What did they do in the end ? They simply removed it from the game, making dexterity to grant armor instead. Easy way out, as always.


But how is this different in POE? POE has the exact same issues for most of it's gear. The difference is that instead of going to the mystic, you go to a trade site and find the gear, with the stats yoy need, and just sell the one you found.

Although i'll agree on the weapons and socket part, that is just plain bad. But for most other items, i think what they came up with is a good solution.

What i mean is, that this is fundemental to loot games, there needs to be bad loot, in order for there to be good loot.

What they did in D3 though is that you can take some bad loot and make it atleast partially useful, even if only as a stop-gap item on your way to whatever end-game items you seek.

They also made the time needed to get those end-game items much shorter, which is in line with the audience they wanted for their game.

I like both games, and play both games. They each have strong sides, and both have equally bad downsides.

But taking note of what other developers noticed, what lessons they learned. That can never be a bad thing. You can always learn something.
Last edited by Veryll#5635 on Mar 9, 2015, 6:37:38 AM
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DirkAustin wrote:
Just another bash D3 thread, move it already.

Why are you so eagerly defending D3 trash on PoE forums?
Last edited by mushioov#0149 on Mar 9, 2015, 9:29:37 AM
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mushioov wrote:
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DirkAustin wrote:
Just another bash D3 thread, move it already.

Why are you so eagerly defending D3 trash on PoE forums?


Why are you so eager to bash a game that you dont seem to like nor want to play?

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