PoE2: Things that must be answered before Exilecon ends.

A open letter to the devs, sorry my english im not native:

GOLD

I see in a vid that orbs we know still dropping. So, ¿Whats gold? ¿Has other use than removing loot clutter and rewards gameplay by other way? To be worth, gold SHALL BE worth. Having MILLIONS of gold removes its value.

If you want a money economy, shall we have a realistic sink as te economie evolves and it split in easy-to-visualize fractions (as in human history) copper, silver, gold, platinum enconomy otherwise we hend up with all millions of numbers and perspective of value is lost as yourself said in a very old design review when talking from when the game ends at the axiom prison/brutus and max IlVl is 13.

copper: white mobs tier.
silver: magic mobs tier.
gold: rares and uniques.
platinum: ultrarares, endgame bosses, pinnacle assjols etc.

Gold shall not be trivialized, its rare and can be stolen if you hoard too much.

Gold means that we will have an auction house to smoothy trade goods? If yes, what use will have the gold for SSF players.

There is any planned way to mitigate gold inflation/prevent chinese gold farmers to operate/prevent botting?. Most games tried, none succeed and gold sellers stipped the economies. The only way to mitigate inflation is scarcity and/or market removal. If we can hoard INFINITE gold with no cost, that leads to inflation too and with AUTO PICKUP encourages BOT GAMING.

We deserve an insight on crafting systems in PoE 2.

MTX

We supporters deserve a clear answer about:


What will happen with our cosmetic MTX
. ¿They will carry on PoE 2 or will be bound to PoE 1? Having different gameplay, movements, skills of characters and body shapes looks like a nono. So its fine, but we shall know precisely were we stand (Izaro dixit).

What will happen to our stash and quality of life MTX. Cosidering that some in-game clutter and systems will be revamped/removed, common sense says that some stash MTX will not me compatible AT ALL with PoE2. And ofc you want to sell them 2 times, again its OK (I consider my discrete supports about 150$ in ten years of discontiuous gameplay well invested, no matter if I lose them in the new iteration or poe1 goes unsupported=), but again we shall know.

You must stop selling supporter packs for poe1 if they were not supported by poe2, or at least warn it so people -both whale supporters and small ones- wont feel scammed ("this mtx supporter pack/stash tab/skin/stuff is/isnt/will/will not be poe2 compatible).

DESIGN, CRAFTING AND GAMEPLAY

Its a stupid thing bu shocked me. Alva was young woman in PoE1, in PoE2 we deserve a more aged model/voice acting to make it more lore-realistic. Same with other masters/people that survived from poe1 events that could be carried, and have not a otherworldly nature (maven can still have 3yo with a 25yo body xD). I know what we see could be just a placeholder, but want to point it.

White items About new loot item classes, have you considered a way to balance power tiers of white item bases in endgame or players will keep using THE SAME 1-2 item bases per class to optimal craft stuff.

We will have stuff like synth items, embers, special bases at high ilvl? There is any way to balance NATIVE IMPLICITS with non native without removing them (it means more layers of crafting, making a comparison with the systems we know I mean having at same time separare boxes for Vaal/Synth/Eldritch/and wat we call now explicit etc.

Classes: 2x6 classesx3 ascendancies. ¿The scion is removed (I dont usally play the blonde but still remember the SINGE TIME I freed her from the cage :) )? ¿All classes (clutter for new player) can be accessed from scratch or they where unlocked by gameplay=? Also, I have got from the video that the passive tree changes once you pick a different starting choice, so... Im not sure if I understood well but this sounds as BOXED classes? This need to be explained better. Skill tree looks way smaller. Boxed classes lead to obvious boxed meta builds (like now) but with less choices to improve unusual things.

Level Cap. We will still have a semi-rigid level cap like now (set at 100, but few people gets it for the insane amount of grind). How the level cap will work? Rigid (allmost all players reach it, casual aproach), Asymtotical (like now, is fixed but few people reach it), Soft (Any kind of use for exp once you reach the hard cap). ¿How this will work in PoE 2?

Game modes. Question is obvious and its not. Which game modes we will have. ¿There is SSF? ¿There is HC? ¿There is Ruthless/Experimental? ¿Balance is arround having one life or arround having infinite, is arround scarce item hunt or arround trading, is arround having access to all skills or being under "the power curve"? ¿There are tiered difficulties to replay the same content but harder or we are forced to kind of power creep endgame? ¿The game will stop being developed arround 3rd party bloatwares/codes? it will have inside-support or fix certain things (logout cheats/legit net-crash char protection, path of building, poe ninja etc.)

Gems. Being able to access to EVERY gem, just by having a uncarved gemstone is a potential excelent/bad move (albeit uncarved as currency is good), certain gems should be rarer than others, quality shall have a VALUE by itself. And you shall not be able to craft a gem at you hand, the Eternal and the Vaal were technicians who spent decades to master the gem carving nd also the best engineers continuously break stuff.

Real life example; a perfect carving of a perfect diamond is worth milions; an industrial bore diamond to break stuff like a pro is worth nothing.

Basic gem access should be easy, but best gems/grand designs must require an effort or luck (remember the basic game design rule; easy to start, hard to master). How you fix this? How you explain in-lore that there is no CARVED gems in the world according they were ubicuous in PoE1?


That all for now, best regards.
Last edited by Halugar#0425 on Jul 29, 2023, 10:33:25 AM
Last bumped on Jul 29, 2023, 10:20:39 AM
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