[April 12] Initial Development Manifesto Feedback

Can I ask how long the timer would be at maximum delay for being public? And also, will there be an option to hide the loot of other players on my screen? I'd like to see just my drops so I will have time to decide what to get, rather than having to browse through massive amount of drops :p
Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right.
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We note that one advantage of running maps as a party is that each player only needs to contribute 1/6 of the currency required to roll the mods they want.

and
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small increases to the party rewards are not deemed to be unfair.

...what?

So you acknowledge that problem... and want to make it even worse?

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We will not add a keystone that restricts you to only melee damage but provides a defensive boost, because that would be a mandatory pick for all melee characters and that's not how our keystones are meant to be designed.

It's funny because there is a passive called Resolute Technique.
Last edited by dspair#3915 on Apr 12, 2013, 11:03:53 AM
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timtwins wrote:
I really like a lot of these changes but I am suprised that you want to nerf summoners. I play in hardcore and I literally can't find a party at level 62 because everyone so far has kicked me when they realized i was a summoner. I have also heard that clear speed as a summoner in maps is lower than a lot of the other builds. If you do add more aoe enemies into the game, will you compensate by giving summoners more dmg? Or do you think that summoners are actually overpowered right now and the naysayers are actually exaggerating?

Edit: or if you wanted to nerf them, could you please give them a quality of life buff which lets them keep their spectres and zombies when they log out. That way everytime we dc we dont have to reenter the zones to get our minions again?


Yeah, I was surprised by this as well. I would hardly call summoners OP. Safer than most builds maybe, but the tradeoff is slow clearing time and the fact that you'll likely play mostly alone due to no one wanting to group with you. On top of which AoE just destroys summoners hard. If they start adding AoE everywhere summoners are going to need a buff, like something that allows minions to ignore a percentage of AoE damage.
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please increase rarity for solo play just a tiny bit, its really annoying killing really hard rare mobs and getting 3 whites


+1
I think locking the threads in the manifesto is a bad idea.

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Replies posted in the first few days will quickly become irrelevant as we either finish features or take the feedback into account and change our plans.

Is that really a problem ? Why not archive the old thread and put a new one (even if changes are minor) if you are really concerned about comments becoming irrelevant.

This thread right now illustrate that you cannot expect an efficient feedback. Too many subjects and feedback are being mentioned leaving little room for proper discussion.
Beside this thread, other feedback will be scattered around the forum. That's not a very efficient way to receive it either.


They have a similar thing on Planet Side 2 and thread are not locked. It works quite nicely. In facts, they even use this as a way to determine the priority on certain features based on the number of feedback.

Here is a question regarding the desync issues, is there any possibility we can get an option to turn off automated movement, it's mainly useful for ranged characters but would render them immune to desyncs due to character repositioning from being OoLoS or OOM.

Mouse button 4&5 will be bind-able when? Also custom modifier key a possibility, even if it's just L/R choice of CTRL?

Any thougts on improving totems vs frost damage, had to scrap my dual Freeze Pulse totem build (using the totems very offensively) due to how vulnerable the totems are to frost damage?


Other than that it looks good, keep up the god job.
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 24/34
Last edited by Redblade#3843 on Apr 12, 2013, 11:09:13 AM
PVP and Races:
I simply dislike the prices. I don't care about looks I want currency to craft. I don't care if it is untradeable and expires after some time. One reason I did almost every race in CB were Currency rewards. I knew I get 1-2 good orbs earch race(after 9.12 the rewards till 9.11 were too generous) and can use them all to craft.
After OB crafting got far too complicated each other RPG makes crafting easy but PoE makes crafting hard because of low drop rates/ripoff prices such as 4 chances = 1 scouring.
I like the idea to use crafting ingredients as base currency but I don't like how it is scaled.
If rarer currency were more common I wouldn't care about prices at all.

But my biggest point is you see if a game did bad with their currency if the botterboard d2jsp is successful on that game.

Maps Quantity and Loot:
Spoiler
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Currently, party play is objectively far easier than solo play. Even for groups without top-tier characters, the monster die far too quickly and struggle to do damage to multiple players at once. While we cannot increase damage for party play (this fails due to our Armour system)

You got too many defensive mobs that do no damage get stunned etc.
Imo those mobs should still die faster but they should get special abilities like ManaBurn/ Blood Magic Curse(Use mana as BM character) and pose more of a threat than being a Pinata.
Forcing players to stop attacks or run away is something thats far better than create high HP mobs(I call them MMO mobs) that take forever to kill.

One reason I liked the 1 week Turbo Race was simply because while mobs were easy to kill they still could overpower you by packsizes or speed.

Players use chain against packs of mobs why don't get ranged mobs get chain agains packs of players?
So once an arrow hits it looks chains till 5 times or other archers get 1 forking projectile for each player.
Melee mobs get multistrike and a flicker strike without damage followed by a normal attack, so other players get hit.

Or mobs that direct some of their received damage to another player(also offers another PK opportunity).

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monsters that are magic (60% per player rather than 50%), rare (80%) and unique (100%).

Wasn't it 50 magic 100 rare 200 unique in CB while Base life was lower?


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As a long-term change, we will be making sure that many monsters have the ability to deal area of effect damage so that they're more challenging to parties and summoners.

It doesn't have to be AoE. It has to be a special ability. For example some caster character casts a warpfield to protect himself and scatters all party players into different areas so those players must fight a pack with 3,5 times their base HP.
PnP games have some spells which can easily make it to an ARPG games.


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With more difficulty should come more rewards. While we want to keep the rewards for solo play competitive, it is difficult to deal with strangers or to arrange and keep the commitments required to play with a consistent group. If we make party play more challenging, we'll probably also incentivise it slightly more also. Solo players are already at a big advantage from an item drop point of view (they get more items per player and have no loot tension), so small increases to the party rewards are not deemed to be unfair.

Then why I don't play high level content? Because the solo player loot is not enough!
I am sick of killing 400 mobs each map that yield 60-80 items and 4-10 of them are rare, while with 6 players you get a screen of 60-80 items already.
3-4 players drops for solo play and a bit more for bigger parties would be fine.

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While we're very pleased with the pacing of item drops in the early game, once you're playing in parties with lots of Increased Quality mods (or Map content with large item bonuses), way too many white items litter the ground. This is bad for many reasons - readability, item dilution, performance, control, etc. A big part of this is that there's a big bonus to item quantity when you're in a party. We are currently experimenting with turning some of this bonus into Item Rarity, so that the same number of Magic, Rare and Unique items are the same, but with less white items.

If you do so increase the basedrop rate for solo players. Nothing will be worse than an even more punishing solo play. 1 Player = 4 rares 6 players = 18 rares now and 26+ after Rarity change.
A better change would be to increase the chance of arealevel items.
So instead of the base -10 level drops a full player party has only -5 level drops as common drops.
The prior post would make it more D2esque. In D2 you barely feel a difference between 1 and 8 players.


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We are likely to make it easier to acquire the lowest levels of maps. After a lot of thinking and simulations, we are now pretty comfortable that the economic (and gameplay) damage of easier access to the first maps is low enough that we should make them more accessible to more players.

You do realize because of that Grindfest you lost many players? I posted that the mapdroprates in merciless are far too low 5 days after OB release! It should have stayed the same way as in CB.


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We want to use this change as a reason for players to play in more of Merciless Act Three.

Players are sick of Catacombs, Docks and Lunaris already. They are playing too much of act3.
There has to be A3X content at the same level of lower maps with random mobs.


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We're discussing specific chests that drop only maps, and a system where Merciless Piety has an extra drop slot that has a reasonable chance of dropping a map.

Or you could create a meta endgame at tower of god which sends you into areas level 60-66 with high drop chances for maps.
Imo Piety is far easier than Vaal.

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We are considering some potential solutions (experience equation changes, ways to access maps for experience gain rather than items, etc).

Or you could add an experience modifier tied to the map difficulty and all high maps got hard bosses blocking 50% of the remaining map.

And by hard I don't mean General Gravicius in Shipyard. Something like the Pre 9.12 reflect as Auras and other mechanics that summon weaker mobs and heavy hits so a combinations of both is deadly.

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We also feel that the item quantity rates on maps are potentially a little too high and affect the problem described previously where too many white items drop

I prefer solo play and I disagree.
Quantity for each player scales in a really unfair way.



Sync issues:
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Various speed/collision concessions that make it easy to speedhack and/or walk through monsters with modified clients

This is only partially true because the server does a calculation to detect such modified clients.
So for example somebody changes his movement speed or moves too far in such a calculation and breaks the tolerrance he gets banned. Guess why such hacks existed for such RPGs but don't get used. Simply because the server detects 100% inaccurate recalculations(can't click there, can't run that fast)
Collisionchecks are still bound to the server because the client doesn't calculate the received damage.
The server calculates the path and the attacks bound on that path so is damage calculatio so if anybody warps he will still receive damage and resynch.


I had following desynch issues.

Stun related. I received damage but the client never realized I got stunned so I took more damage. Especially annoying at the Coves if you got are cursed.
Especially stun should result in an instant resynch or add a symbol on the client that you got stunned so you know if you are out of synch.

Pathfinding related. Once I click on a rather far away spot in certain maps such as prison or docks the client finds a different path than the server and I warp.


Monster related. Some monsters such as necromancers have different modes. Necromancers run away to find corpses but this isn't seen on the client so both units warp into a different room because you locked him with your attack.

Object related. Doors open on the client but not on the server. That way I desynched the last lethal race.

Object and Pathfinding related. Some objects are ignored in the pathfinding process but the server sends you back.
Hey. I had been gearing myself up to post an unauthorized loot thread ;-P to general with the specific intention of discussing M2M only. See, I play with a variety of groups, and we actually all like the current FFA system. Except with maps. Whenever we play maps, it's 100% M2M. And this seems like a community-wide thing.

So. If we are going to have a selectable loot mode for this game, could we have M2M has a check box? It's how we all play anyway....

--C

Awesome stuff, covered most bases I can think of for improvement!

My only issue with changing the quanitity and bumping rarity is that linked items are hard enough to find as is.

I do believe the quantity of white items is a real problem, you have to sacrafice getting loot compared to other players, with being able to see the screen, which in some situations makes gameplay less fun than an auctionhouse.

My solution would be to increase the ratio of 5+ links/0-4 links so that the quantity you find over a given period (although that is a very low value) will stay the same.

TL;DR version: keep any 5+ links you find now, because come change in quanitity patch they may be damnsome hard to find depending on implementation.


EDIT:

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So. If we are going to have a selectable loot mode for this game, could we have M2M has a check box? It's how we all play anyway....


^This simple change would be the best late game patch note in history to date.
Last edited by Tyrexas#3670 on Apr 12, 2013, 10:56:51 AM
Great Manifesto!

I have a few comments on melee and some suggestions.

You've hit the nail on the head when you said its mitigation. Range characters mitigate alot of damage just by not being near the mobs. If you can't be hit because you are out of range you are mitigating 100% of the damage. The problem with melee is they have to be in range in order to do damage. And because mob density is so high in this game that usually means 10-15 mobs are around your immediate area. Even with high evade(because of how your hit vs evade works, guarantee'ing an eventual hit) alot of those 15 mobs are going to hit you. If you take armor then you're likely not to evade anything and while you are taking less damage you are taking it from all 15+ mobs.

I think both armor and evasion need serious upgrading. In addition I think melee characters need to be able to get higher of both(without sacrificing dps) than ranged characters. The solution seems fairly simple to me. Add built-in defensive stats to melee only weapons. Have daggers have evasion and 2 handed mauls have armor(these are, of course, just examples.)

Improving armor and evasion and allowing melee's to build higher of each isn't the only method of mitigation you should focus on. The best mitigation is to not be hit in the first place. melee's need utility spells. They need to be point blank AOE's that need melee weapon armed to use. For example, give us a skill named Battle Cry(or whatever) that briefly dazes all the mobs in the area of effect. You yell at them and startle them for 2 secs(or whatever) and gives the melee'er enough time to cut down the size of the mob density to something more manageable. Of course there should be precautions taken so the skill doesn't perma-stun mobs. Maybe an immunity to the stun for awhile after or a cool down on the skill. But please don't just add "melee takes less damage" and call it a day. Give us active ways to cut down our mitigations through stuns, fears, roots, and snares. Come up with some 'out of the box' thinking as well. Mobs come at us 20 at a time so single target 'crowd control' skills aren't going to do it.



tldr: Armor and evasion needs to be improved, melee weapons should have defensive stats built into them and there should be some crowd control melee-esque skills to cut back on the amount of mobs hitting you in the face in the first place.

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