March 21 Updates: Flask System Dev Diary/Screenshot of the Week

Very impressive system I must say, I was annoyed as much as others by the potion spam, especially in Diablo 2 and your system is a great way to fix that issue, so well done guys! I also like the buffs that the flasks give, it brings tactics and builds to a whole new level.
About the delay - I'm very sad to hear it, but hey, the Devs know what they are doing. :)
In all games I always play as a warrior, guess it's in my blood or something. For all the lonely warriors out there, unite under my banner! Let us dominate over the other classes! To arms!
Well, I'm not convinced on that.
At least not until I see how it works in game :P

Of course I can't get a broader picture, dunno anything about gameplay, toughness of monsters/bosses but whatever it is I feel that Flask system lacks one fundamental feature called simplicity.
Messing other actions with healing/refilling resources on general level (not just some skills/runes) would make things hard to balance, could be unintuitive to use/easly misused* and/or could blur differences between various classes.

Skills and items mechanics are pretty unorthodox in POE, and I feel that you want pull something similar to that with passive skills as well.
Some effects should be limited just to certain classes/builds to keep them different from each other, to make them unique.
Heal and buff/debuff other for example.
Some things should be kept simple, just to not overdo with all this randomness to not end up in a mess :>

But hey it may actually work smoothly :P

PS: Advantage of flasks over potions in PVP is a bit far-fetched.
What's the difference whether you drink 24 pots (from belt) + 60 pots from inventory or just drink 50 times from flasks (5 pcs 10 uses each)?
Just a matter of time until you run out of them.
Using pots or any other life replenish in PVP not based on what you can do in fight (say leech) is just lame to me. And be assured I'm not the exception, anyone who put some decent time in PVP would say the same.
It just wastes time, and make it boring.
I wish it would be some kind of dedicated PVP instance where game host can ban using any pots/flasks at all.
The Flask system sounds awesome! Great idea guys.
"
ness wrote:


PS: Advantage of flasks over potions in PVP is a bit far-fetched.
What's the difference whether you drink 24 pots (from belt) + 60 pots from inventory or just drink 50 times from flasks (5 pcs 10 uses each)?
.


I think the difference is that, with PoE's system, inventory space does not factor into it at all. You live and die by the flasks you choose to go into battle with (each player having the same amount) and no more.

I am a poor freezingly cold soul
So far from where
I intended to go
Whether or not this idea works to the advantage of the player at least the dev's are thinking and trying new ideas.
I read it on the internet, so it must be true!
PDL
"
Oasisbhrnw wrote:
"
ness wrote:


PS: Advantage of flasks over potions in PVP is a bit far-fetched.
What's the difference whether you drink 24 pots (from belt) + 60 pots from inventory or just drink 50 times from flasks (5 pcs 10 uses each)?
.


I think the difference is that, with PoE's system, inventory space does not factor into it at all. You live and die by the flasks you choose to go into battle with (each player having the same amount) and no more.

Yes, but you have to also consider that not all of the potions have the same healing capacity. It could even be advantageous for a player to use some potions even at full health/mana just to have the buff. Managing your potions will be a skill here.
Greetings mortal, are you ready to die?
Come to think of it Oasisbhrnw. While you're playing how hard it is to conserve flash charges. Does it feel like it something you have to be conservative and use sparingly or do you never real run out so long as you don't spam them?

or can you not answer this? Figure it would be easier then speculating.
Yes good sir, I enjoy slaying mythical creatures.
I LOVE this flask system. Once again you managed to implement a kinda unique idea into PoE, that's really awesome!
What I like most are the mods on those flasks, making them an important part of the equipment.
IGN=Lupina
"
tpapp157 wrote:
Why does the unique flask say "Minara's Vial" and "Crystal Vial"? I think you really only need the first one and you'll get the point across just fine. Saying that it's a crystal vial as well is just very redundant and only serves to add more text to an already wordy box.


Uniques and rares show the name and the base type (so that you know what type of item it is).

"
tpapp157 wrote:
Speaking of redundant, why are usage instructions written on every single flask? It's not like the player will need constant reminders. "Oh yeah, I need to right click on it to use it". I would suggest replacing all of that with a once and done bit of text in the very beginning. Have an NPC in the Shore Encampment say it, get it over with, and you never have to look at that same bit of text ever again.


In testing, we find it helps people who ignore the initial instructions. We might allow such tips to be disabled in an "Advanced mode" or something.

"
eversorgod wrote:
I see a few problems with this system, the main 1 being this will still encourage hoarding of potions because of the mods on them. it will be quite attractive to take more than 5 and switch and swap as necessary regardless of the fact you need to charge them. so no as it is i dont see it changing anything to that extent unless im missing something


The potions only hold charges while in the belt - so you can have spare potions for swapping your build around, but they're empty.

"
DarkRookie wrote:
I like the system, but didn't see an answer on these get charge by killing things.

Do you get a charge for killing something, or is it a gradual affair?
If it is gradual, will we see how much left till next charge?
Do all get fill at the same rate, or does having multiple equip reduce the faction of charge time? (Having 5 same flasks takes 5 times as long to fully charge as a single one.)
Can you overcharge the flasks?
Why do you have flask that have 8 charges and a drink that takes 2? Wouldn't it make more sense just to make it 4 charges? Or is there something that will reduce the used charges from 2 to 1.


Currently, you get a charge for landing the final hit on a monster. We're trying systems where nearby party members get charges too, or where the number of charges is increased if you're in a party (as monsters are harder with more players).
Having more flasks equipped means it'll take longer to fill all your flasks.
Some flasks take multiple charges per drink because they're more efficient in terms of life/mana healed at that level. They take longer to recharge because of it.


"
Silver wrote:
Why did you choose 5 flasks? Is there something special about that number? Why not 2, or 3, or 4? I understand why two flasks – the player needs at least one mana and one health flask. However, where does five fit into all of this? Do we as players need 5? Or would it be possible to scale back the number of slots to two?


Five is the number we currently have, but we expect that different belts will allow varying numbers of flasks. It's just not done yet.

"
Silver wrote:
Will you be implementing so sort of cool-down on these flasks, so that they can’t be insta-spammed? That would be 5 separate cool-downs, or even just 1 global cool-down. I imagine if the goal is to make Flasks (in this case) feel less spammy, then maybe having a cool-down on each flask would be of a benefit towards that goal. Then simply balance around knowing the player’s Flasks will be on a cool-down.


We don't like cooldowns on flasks. Spamming them is okay if you want to deplete all your charges fast and be stuck in a bad situation :)

"
Silver wrote:

Does it matter who kills the enemy for a flask to recharge?


Currently, yes. As mentioned above, we're looking into this.
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"
Chris wrote:

We've changed the website to say that the beta starts in "mid 2011" ...we're estimating that we'll add the first waves of registered users to the Closed Beta in approximately early August.


August is halfway through Q3 :P Not sure I'd call that mid-2011.

Anyway I think a more accurate system would be to call it closed testing. Closed testing means you guys add people as needed. I'd then attempt to estimate when Open Beta will be, as opposed to more closed testing.
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