[April 12] Initial Development Manifesto Feedback

The attempt to make grouping more challenging by adding AOE will essentially make the summoners useless since the AI of the summons won't move out of the AOE like the group will.

This needs to be rethought about how it is accomplished.
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gonzo30 wrote:


You want to entice people to start picking physical over elemental than I'd say it needs to add damage, simple as that. Make it a puncture/bleed effect.. It can put a bleed on mobs similar to that of burning or you could make it so mobs are more susceptible to physical damage while effect is on (my preference personally).


+1

This is a realy good idea (bleeding effect as part of physical melee damage) and i even wonder why nobody has thought of this simpel solution: i hope the defs take notice!
Last edited by Patsboem#1402 on Apr 13, 2013, 7:54:15 AM
I would prefer if you made it client side with cheats accessible.

This PvP is very limited in this game, it is mostly PvE. I would understand why this would be required in a game like SC2.

It then should be done in a way you have implemented many ways to make calculations to detect cheats - and feed data back to yourself so that they can be investigated and banned. There are many things that can be implemented to check for hacks, I wouldn't even mind you making us install something in the background so that you can see any hacking going on.

Main thing is that, although the play is undisturbed as I am not requiring anything back from server for my gameplay to validate, data is still being fed to GGG of what is going on in my instance to make sure it is consistant to how it should play out - and anything out of realm of possibility is reported to GGG to validate if just a hiccup or actual hack.

Yes, this would allow people to cheat and there banning may not be instant. This will also mean a constant battle between developers and hackers (don't underestimate them) to outdo eachother.

Over time as long as bans do happen - I think it is the right way to go.

I just don't think a rubber banding experience is the way to go for an ARPG and frankly, after reading that, it almost made me look for other games to play instead :/. I would even say that I would prefer a delayed experience as long as it is consistent...
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1.3 Torment - Scion Kinetic Build Guide (HC Viable)
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Last edited by iMbaQ#2112 on Apr 13, 2013, 7:57:37 AM
Didnt read thread so this might have been posted but, the obvious solution for the critical hits of physical is to make it remove the enemy armor for the duration

Problem solved

As for the idea of adding AOE to monsters and summoners, thats also really obvious - have it enable only when another player joins the area
You said piety could get another item drop slot specifically for maps. This makes it sound like piety is going to be the "final boss" for some time longer. Any infos about when I'll be able to smash the skull of that guy in the trailer? Act 3x?
Trade
I won't believe that i am the only one left with a feeling of disappointment after reading these manifestos. While some of the changes are highly relevant, i do not find them very pressing, except the ones for desync.

The reason to why i am at a standstill in this game is (the lack of proper) trading-system. Maybe i am just a casual gamer, but i find it too hard to make any progress on my gear. This is because of the 4-way-RNG system (item roll, sockets, color, links). While this kind of casino game can be great at times, i sometimes just want to be able to buy what i need.
Yes there is a trade channel, and a forum - but it does not work, at least for me. My gaming-time is limited, and i do not want to use 3-4 hours spamming the trade channel with no answers. And i cannot help thinking that i am getting "jewed" when someone wants to sell me a mediocre item for 1-2 exalts, which is all my currency, cause you know, causal gamer.

I have played around with the idea of players being able to set up shops in the game,(maybe like Dungeon defenders?) - at least some kinda of proper connection between the trade forums and ingame.

Oh and i really hate the group tab is filled with WTB/WTS parties. Which does enforce my point.

Thoughts on orbs:
I understand that it is a perfect currency sink, and i do not want to change how it works. I would though, for an x amount of a certain currency be able to buy a 6s-orb or a 6l-orb. Even if it would cost 60 or 200 jewelers/fusing orbs.
My second problem with this game is that i have no motivation to play it. I have found/crafted some very good equipment, it is just not socketed or linked as i want yet. If i had a goal that was getting 200 jewelers orb i had something to work towards, but right now with the RNG system my goal is to get as many as i can, only to see failure after failure, and with no light at the end of the tunnel.

Another way could be that each time you use a jew/fus orb on a item the chance for 6s or 6l increases by a small procentages. That would give me something to work towards.
"
iMbaQ wrote:
I would prefer if you made it client side with cheats accessible.

This PvP is very limited in this game, it is mostly PvE. I would understand why this would be required in a game like SC2.

It then should be done in a way you have implemented many ways to make calculations to detect cheats - and feed data back to yourself so that they can be investigated and banned. There are many things that can be implemented to check for hacks, I wouldn't even mind you making us install something in the background so that you can see any hacking going on.

Main thing is that, although the play is undisturbed as I am not requiring anything back from server for my gameplay to validate, data is still being fed to GGG of what is going on in my instance to make sure it is consistant to how it should play out - and anything out of realm of possibility is reported to GGG to validate if just a hiccup or actual hack.

Yes, this would allow people to cheat and there banning may not be instant. This will also mean a constant battle between developers and hackers (don't underestimate them) to outdo eachother.

Over time as long as bans do happen - I think it is the right way to go.

I just don't think a rubber banding experience is the way to go for an ARPG and frankly, after reading that, it almost made me look for other games to play instead :/. I would even say that I would prefer a delayed experience as long as it is consistent...



LOL..sorry I will take rubber-banding over hacks ANYDAY.

There are already ways around rubber-banding (macro /oos + alt-f4)

I honestly cant believe I just read that WTF ROFL
Last edited by PuppetYuber#6710 on Apr 13, 2013, 8:16:07 AM
I didn't thumb through the posts to see if anyone mentioned this, but please be careful with cyclone! At the moment, the /oos command cancels cyclone if I use it. If another player uses the command, and I'm nudged any amount of distance from where I think I am, it cancels as well. This causes a loss of dps, loss of life gain, etc. And with such a high mana cost.. hey but I won't go there.

Just don't hurt my cyclone :(

But, while we're on the topic of a melee skill.. and there being a melee vs ranged topic.. I think it's very, very important to touch upon the weakness of physical damage at the moment. Many players have suggested stacking armor penetration debuffs, armor pen support gems, etc. What is the dev opinion on the issue? Elemental damage just has such a massive dominance right now, I think everyone can agree something needs to be done.
Just wanted to say, really appreciate the manifesto and all the work the team at GGG are putting in. It really is something to be impressed by, take the time if need be guys, doing an excellent job.

Make 'puncture' for a physical crit-apply passive with some buffed dmg, instead of a useless skillgem.

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