Path of Exile, Gameplay Criticism
Yes we still have the rate wars, the same death penalty and face rolling.
Maybe 4,0 will remedy any of that. there was some talk about some of it on baeclast. Btw an ingame survey mentioned in the second video of op would be really cool and useful. Could something like that be done? Last edited by kompaniet#2874 on Jul 25, 2019, 6:38:35 PM
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" The most "noticeable" players aren't always the most in touch with the game. I hope GGG is willing to listen to others as well. " Other games (who, I dare say, don't have nearly the passionate development team that PoE has) have done in game surveys. The developers might be afraid of how the community would react when the results of such a survey were published, which is understandable. Everybody is afraid of knowing what people "really think" about something they've worked hard on. It's a bold move, but it's the right one. |
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I think the OP vid is very accurate, but unfortunately I think PoE is to far down this road to turn back now.
The business of PoE dictates the development of the game, and all our well intentioned vid essays and forum feedback may not align with the patch features vs revenue dashboard in the monday morning GGG/Tenecent sales call. If more particles and more zoom zoom BOOM! gameplay makes that revenue graph trend up, that's what we get, period. Business has a popular formula for revenue generation, nothing changes until the revenue starts going in the wrong direction. Even then, good business dictates that epic panic patches would have to take place before we hit rock bottom and start to head up. I's like Axis of Awesome's four chord song or Anime and manga's shounen power up protagonist formula. For all PoEs 'complexities' and 'Build variety' if we were to take an arpg noob and have them look at D3 and PoE gameplay side by side right now, could they see a difference ? they're both zoom zoom boom and seizure inducing colourful aren't they ? edit: it was four chords. Last edited by Powertrip#1893 on Aug 12, 2019, 12:37:25 PM
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Looks like you know my problems with POE better than I know them myself. Only disagree with the death penalty quest. Personally, I think these issues will exist forever and it's hopeless. The only reply GGG made to this thread doesn't contribute to the discussion whatsoever.
Last edited by Zkull#3434 on Aug 14, 2019, 2:40:52 AM
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" No matter the game, players want to become "better"; we want to get stronger and faster. If, somewhere down the road, a once challenging game is now giving us that "stronger and faster" feeling for free, we might initially feel a sense of accomplishment, but it's very short lived and cheap. That sense of accomplishment becomes like a drug that the player base needs more and more of to feel the same as before, because the challenge is gone. Players think it's what they want, and so do the developers. " The death penalty quest is probably the thing that people have disagreed with the most. Still, I think it's the easiest way to begin solving that part of the three-part problem since it's non-invasive and it ties the penalty to the game economy. Currently, they just need something to open up room for more work to be done. |
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Well, actually... speaking of "opening the door" to progress: the combat log is something everyone can probably agree on.
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Great video, deserves more views.
Got to say though, there can be too much of a capacity base and things can get boring. Regarding to balance in PoE, it's more like a perfect rate storm. The whole thing uplifted in a ball of chaos. There's no more root. We're all riding the wtfs. Have fun! Did you try turning it off and on again?
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About the death penalty: I don't care anymore. I was angry loosing % exp, then I was like "why bother going over 90?" Lvl 90 is my lvl 100 goal. End of story.
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" I think if the difference in power/survivability between 90 and 100 were really as tiny as many people say, more of us would be able to follow your lead. I for one see a noticeable difference even at only lvl 93 or 94. It gives a hit rate penalty to enemies in addition to the life/mana bonus and additional passives (and the passives alone can make a big difference). I've never gone above 95, but I suspect the experience is similar for L100 players. Edit: In any case, my comments are off topic. The point in the video is that there is a vast disconnect between the penalty and the mistake which led to it, which in turn is all-too-often closely linked to damage spikes. And yes, super-spikey damage (from player OR monster) is absolutely horribad for literally any ARPG. Wash your hands, Exile! Last edited by gibbousmoon#4656 on Aug 25, 2019, 5:25:41 AM
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" It seems to be a widely held desire to have a death log showing the last few damage sources prior to death. Is this something you have plans to add to the game? If so, are there any software/hardware limitations getting in the way that you could describe at a higher level? For simple scenarios, this isn't too hard to do. If a boss walks up to you and cleanly kills you in two hits, that's not too difficult to track or display to the user. But the reality of modern Path of Exile combat is substantially more complex, with dozens of complex debuffs dealing (or reflecting) small amounts of damage 30 times per second. It's a technical challenge to track all of this data constantly and would introduce additional server performance overhead. I'm not saying we can't/won't do it, just that it's hard and we have a lot of other pressing priorities. From developer q&a part 2 https://www.pathofexile.com/forum/view-thread/2500872 |
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