The interview had major "Do you not have phones?" energy
" Ok im just gonna stop replying at this point because I dont think I can explain the stupidity of your reply without getting flagged. | |
" Yeah which just goes back to the technically/semantically correct vs functionally correct like I said. But I think the difference with your example is that dollars have set value relationships, and Exalts/Divines do not. Because some number of them are getting converted there's less Exalts in the economy so the ratio is the ~115/1 or wherever it is now. If you had actual quantity you'd have a ton more Exalts and they'd be worth less compared to a Divine and the overall value might actually be about the same. I'm not really arguing that you're wrong or what's better for the game. Just sharing my understanding of how there technically are differences between this version of rarity and quantity that could make the argument less cut and dry than it otherwise feels. :) |
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"No, I understood that you were saying there's no possible way a Rarity x Quantity formula could give the same results as a Quantity x Quantity formula, but the example made it clear that things needn't be identical to function the same and you still didn't get it, so it's functionally the same as telling me those two equations don't have the same result. |
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What worried me most about this interview wasn't even the warrior part...
It was their tone like "nah melee is fine". lol. Actual close range melee is not even close to fine. |
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"You could just change it to two different countries' currencies then. Then the exchange rate is similarly in flux. But I will concede that actual quantity would result in more actual low level currency in the economy. That is a difference, yes. Last edited by drkekyll#1294 on Jan 13, 2025, 2:25:28 PM
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+1
OP is right. The "feeling" of the interview was close enough to the "Do you not have phones". I have no history with POE1 so I just judge what I see for POE2... and I don't like what I see. Campaign is mostly unbalanced ["EA", I know]: Too strong enemies, weak skills, [some] absurdly weak ascendencies, bland passive tree, limited mobility, unexisting crafting, slogish mapping, slogish ascendency quest, so-so story, .... And the point for the devs in the interview is the endgame? The copy-pasted POE 1 endgame? Where only a tiny subsection of the most broken builds have even a chance to work? What kind of testing are we supposed to do in this EA? POE 2 gameplay or try-hard meta builds in a POE 1-like "endgame"? Right now at least 50%+ of the non-copy pasted POE 2 gameplay is "unbalanced" enough to be not cost-effective worthy to be tested. That's not addressed at all in the interview and we have to be happy with it? No sorry, game is in a pitiful state and devs should be ashamed. Interview "Do you not have phones" equivalent could be something like "Do not you enjoy our game". |
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" I didn’t get wtf that was about. Maybe if bleed couldn’t kill you by itself it would still work. But if it did then might as well just remove CI node from the game. |
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" I agree. I found them pretty "brick wall-y" throughout the whole conversation. |
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" It's not. What are the devs afraid of, that the players have fun because they have good loot ? They need to rethink what game it is. It's not a souls like, its not an mmo, it's a single player ARPG with coop mechanics. Get rid of stupid trading and online orbs selling, create a good single player economy and voilà, you have a good ARPG loot system. If a small team like Crate can do it, why a freaking giant like GGG can't think of a better ARPG looting system? |
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" For reference: "Path of Exile is an online Action RPG set in the dark fantasy world of Wraeclast. It is designed around a strong online item economy, deep character customisation, competitive PvP and ladder races. The game is completely free and will never be "pay to win"." - https://www.pathofexile.com/game The game is designed around a strong online economy, it's not actually single player. This is ofc from PoE1 because 2 doesn't have a similar page yet, but there's no indication anywhere that they're removing trade as a central pillar of game design and character progression. :) What you're asking for is such a drastic departure from the core of the game that I don't really see it ever happening. It's not a matter of capability, it's a matter of design and goals. GGG wants an economy driven ARPG, and so do I. |
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