[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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" and " ...what? So you acknowledge that problem... and want to make it even worse? " 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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" 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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" +1 |
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I think locking the threads in the manifesto is a bad idea.
" 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. |
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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
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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
" 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). " Wasn't it 50 magic 100 rare 200 unique in CB while Base life was lower? " 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. " 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. " 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. " 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. " 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. " 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. " 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. " I prefer solo play and I disagree. Quantity for each player scales in a really unfair way. Sync issues: " 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. |
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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 |
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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: " ^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
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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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