Item Allocation Specifics

Thrilled with these much needed changes. You guys continue to refine a great game. Thank you for listening to your beta testers.
Last edited by johnce6#2478 on May 25, 2013, 7:56:22 PM
Fuck Yeah Chris! I knew you guys would figure out a good system, you're too smart to let it slip by ya. Keep up the good work game keeps looking great :)

Also one more thing, the microtransactions are really excellent. They are pretty much exactly what you could ask for, and they have been (from what I can see) quality items. I do want to say one thing though, you need way more of them :) Start crankin out some more stuff! I want to change some of my spells but nothing is appealing :\
Last edited by Vvemoth#6889 on May 25, 2013, 9:54:07 PM
Oh...that is really good. I am agree.
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terrorist wrote:

No it isn't based on preference. That's like saying taking physical damage nodes over health nodes is, "preference". One is clearly more efficient than the other. In this case permanent allocation is clearly more efficient than anything else in pubic groups.


lol talk about bad example, take physical nodes over health nodes. what kind of comparison is that? if you need hp you need hp, you cant get max dmg reduction and ele resist from armor, take no hp nodes and go all damage.

i should know, ive tried it with an iron reflex build, still needed enough hp to take more than 1 hit that was from 2k to about 400. and if you take all hp nodes with no physical, wheres your damage. between physical and hp nodes, the efficient way is to balance it enough so you survive, yet deal damage. taking too many physical leaves you vulnerable to certain attacks, or multiple hits, taking too many hp leaves you low in output. talk about bad comparison.

people will choose what they want. enough said. you go play with your efficiency, becuase tho you say everything is based on that, over half the people in game dont use an "efficient" build. they use spam builds with low damage output (LA bastards 14/15 of you suck. get away from those stupid 'how to' forum builds and look at the obvious dammit! that goes double for kripp builds!). efficiency, is a relative term.

anyway, enough ranting between us 2, people will use all of the mods, despite what you may think. games are for fun, what people consider fun, relative to their preferences. a persons preference, does not have to do with efficiency. thats what im pointing out, and thats all there is to it. (yes i dislike most LA users, ppl havent figured out you can kill the mob in 3 hits with the damn skill)
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
bring back free for all loot PLEASE.
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krisplettuce wrote:
bring back free for all loot PLEASE.


read the first post:

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Chris wrote:


A party leader can choose from the following item allocation modes for his party in 0.11.0:

Free for All: Items are not allocated to players and can be picked up immediately.
The elements are my allies.
The dead are my servants.
And fear...will be my closest friend.

Deutscher Global Channel "/global 4745"
"
terrorist wrote:
In this case permanent allocation is clearly more efficient than anything else in pubic groups.


Better find yourself some friends then.
Finally! You guys have been fighting this idea for a while, but I'm glad you decided to change. Very excited about this change.
"Life is a tragedy when seen in close-up, but a comedy in long-shot." - Charlie Chaplin
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Raghin wrote:
games are for fun, what people consider fun


Oh boy the, "fun" argument.
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SL4Y3R wrote:
Better find yourself some friends then.


Yeah why fix a broken system when you can just have friends to pretend like it doesn't exist in the first place?

Great logic.

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