Upcoming Patches
Some expected changes in 0.11.0 are:
As mentioned above, this patch is just over two weeks from deployment. I expect we'll be able to share full details closer to the time (as they get locked in). In the meantime, there will be some interim patches such as 0.10.8b and 0.10.8c which will contain bug fixes, new Unique items and whatever 0.11.0 features are ready for early deployment. We've also posted an upcoming change to how certain orbs work. We'd like your feedback! | |
" Yes, I wrote "In the meantime, there will be some interim patches such as 0.10.8b and 0.10.8c which will contain bug fixes, new Unique items and whatever 0.11.0 features are ready for early deployment." " This could be as early as tomorrow, once we get told it's okay to take it live. " I am very happy with the Map system (especially the difficulty to get and stay at high Maps), but I certainly feel that we need to find a solution for high-level experience gain. Maps are intended to be about high-level item acquisition instead. This is something we're working on, but changes to it may not be done in time for the first 0.11.0 release. | |
" We have a lot of active players so I disagree with the term "revive", but I'm certainly looking forward to the big improvements this patch offers. We've been planning it for a while and I'm really glad it's certain enough that we can start to talk about it now. Last edited by Chris on May 13, 2013, 7:23:39 AM
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I should be pretty clear, because people are already expecting this patch to "fix desync" - our goal for the first changes is just that sync problems that would cause death are caught earlier and resynced. Once that is done properly and you're happy with it, the rest is relatively cosmetic and can be added bit by bit as it is tested.
" I have that data too, and it pretty much shows when Kripparian is streaming PoE vs other games! | |
" These changes will be in whatever the next patch is when they are ready - we're not holding them off for 0.11.0 or anything. There are a lot of improvements we can make there - some already underway and others that we're waiting for a newly hired additional graphics programmer to get to New Zealand to work on. " This is correct. We have tested Radeon cards and cannot reproduce any Radeon-specific performance issues. Every Radeon user that we have investigated has eventually turned out to have weird settings set in their overall control panel. We don't know what other games are setting these, but it's not something we can control. If you know of a specific type of Radeon card that causes performance problems with Path of Exile "out of the box" on a clean copy of Windows, please let us know. We will buy one, reproduce the problem and fix it. So far this has not worked out, though! | |
" Our daily deals system currently doesn't handle bundles. The typical daily deal price of premium tabs is cheaper than the bundle price (40 points down to 30, where the bundle costs 33.33 per tab on average). I'd love to offer a daily deal of the bundle, it's just a matter of getting it in. | |
" I've commented on questions very similar to those three several times recently (I think potentially even within the last couple of hours in the case of the experience one)! I understand it's hard to follow the amount of posts in the forums, so I'll quickly restate my opinions on those: " I completely agree. Maps should be about items rather than mandatory for experience. There are many changes being discussed. " It takes more than 1000 on average. There has to be a long term goal with the sockets game, and having six links is that end goal. There are many viable end-game builds that only use four or five linked gems, so having six is a luxury. If it were a lot easier to make six-linked items then there would be no further goals for that part of the crafting system. " I agree with this one as well, but in a different way than you may expect. The problem that causes loot to not feel so rewarding is that crafting is very powerful. Almost all items that people have equipped come from crafting rather than drops. People enjoy crafting items and using their currency to do it, so we're not intending to make crafting weaker. This is definitely a concern we're looking to balance around in the coming months though. I have to get some sleep now - it was nice chatting. | |
" You can see a fair amount of the team here! It's not quite everyone since GGG has expanded recently. |
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