0.10.0 patch notes, balance explanations and how microtransactions work

How will something like 'extra gore' work in parties? Will only the monsters you slain have the effects? And any party members without the effect add-on will result in normal/default animations?
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Smaggletooth wrote:
My 2 cents...

I really want to throw money at you guys for such an amazing game...

But when I'm making my character 3-4 times, tweaking it and changing it each time, I dont think I would buy an effect until the 4th character is completed to my liking and I'm level 80+ with an item I know I'm not going to replace.

I just know I would save the effect and not apply it until I had just the right item...

If it was account bound and lets say... I can have an electrical sword from level 1, then everytime I upgraded it I could easily reapply it, I would pay 5-10 dollars for that tomorrow.

I'm so excited for tomorrow and keep up the amazing work

edit: Or even character bound sounds better


EXACTLY WHAT THIS GUY SAID!!!! Permanent over consumable any day.
I have only skimmed a few of the other responses to this and the main patch notes thread, so I'm sure this has all been said before, but here's my two scroll fragments' worth: I don't like the idea of requiring a paid item to remove cosmetics without destroying them. I totally understand wanting to generate continual revenue in smaller amounts rather than having everyone spend just a few bucks on effects once and then never pay again... That said, I see a few problems with this implementation:

1. The whole /destroy_cosmetic_effects thing sounds like a disaster waiting to happen. Someone, somewhere is gonna lose something really valuable to a dumb misclick, or some malicious user is gonna harvest account logins and destroy people's premium upgrades, and then the players who have voluntarily supported GGG are going to have just about the worst possible support experience for an online game: "your shit is gone, and there is nothing we can do about it. Sorry!" Sure, maybe it's "their fault" for making a mistake or "their responsibility" to keep the account secure, but at the end of the day, this will probably cause bad will between you and some of your customers. You already have a better system that could avoid all these problems; you just want to monetize it.

2. It seems, for lack of a better word, greedy to many people. It's something that doesn't cost you any significant time and money to offer us. It's not a piece of content that artists had to model. Its only function is to allow me to make better use of the cosmetic upgrades I already paid for. I'm not saying it's inherently unfair for GGG to charge for this, or that we should be entitled to have optional cosmetic upgrades work in some other specific way. I'm just saying that this one microtransaction will *feel* much less 'ethical' than all the others to many players.

3. It encourages 'waiting till the endgame' to even bother with cosmetic upgrades. If I mostly play events, races, try out new HC builds, etc., it would be exorbitantly expensive to keep moving my shinies onto new gear every couple levels and new characters every couple days. I don't want to have my one or two 'mains' that I spend a bunch of time grinding endgame on, and it seems like PoE has a lot of game systems explicitly designed to encourage rolling alts and playing through the early level content repeatedly; this system of paying to move cosmetic upgrades around doesn't jive with that at all. This also means most towns outside of Act 3 Merciless aren't going to have nearly as many cosmetic items showing up (since that's where all the high level toons with gear worth applying cosmetic upgrades to will be).

4. Obviously, allowing cosmetic-enhanced items to be traded would open the pay2win can of worms (those items would presumably be valued more by players, so paying real money for cosmetic upgrades would become an indirect way of purchasing in-game wealth). However, this approach still has a distorting effect on the in-game economy: it makes players who use cosmetic upgrades more averse to swapping/trading their current gearset. This could slow down the endgame item economy.

5. Nobody is going to *like* buying and consuming this 'item'. Nobody is going to be excited to have them. Even if people don't actively mind it, and don't stop buying cosmetics because of it, they will still have a negative experience every time they have to hop over to the Shop and buy more of them just to keep their current cosmetics on a new item or character. You want people to enjoy spending money on the game, for it to be an impulse buy that satisfies an immediate want. That's a much better psychological relationship to cultivate with your players than the sort of nagware model where the game makes you feel like you have to pay to remove some artificial barrier to your continued enjoyment.

Everything else about the patch sounds awesome, and I'm psyched to try it out tomorrow! Just wanted to share my thoughts and let you know that I will definitely spend more money on the game if this particular microtransaction fee is abolished, and I believe other players likely would as well.
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CK011885 wrote:
How will something like 'extra gore' work in parties? Will only the monsters you slain have the effects? And any party members without the effect add-on will result in normal/default animations?


Or you could just see it on your screen. Would be the simplest way.
Hmmm...
I'm on a road to happiness. Destination POE ^^.
GGG thank you for all the great things you are doing. You have combined every element of all other great Rpg's and joined them together as one Diamond, that will shine Forever.

This is coming straight from the heart <3
I would just like to express my displeasure that summon builds have possibly been nerfed into oblivion.

Not only are minion life values reduced (possibly making them less useful as meat shields), you have increased the mana cost and reduced the effectiveness of auras, which significantly reduces the effectiveness of minions.

Although I had a summoner that wasn't the greatest at pvp or high end pve, she was fun to play in a casual sense. I'm afraid this may no longer be the case, and I don't like that.

You could have at least increased the aura range to compensate for the nerfs.

:(
Spoiler
"
solistus wrote:
I have only skimmed a few of the other responses to this and the main patch notes thread, so I'm sure this has all been said before, but here's my two scroll fragments' worth: I don't like the idea of requiring a paid item to remove cosmetics without destroying them. I totally understand wanting to generate continual revenue in smaller amounts rather than having everyone spend just a few bucks on effects once and then never pay again... That said, I see a few problems with this implementation:

1. The whole /destroy_cosmetic_effects thing sounds like a disaster waiting to happen. Someone, somewhere is gonna lose something really valuable to a dumb misclick, or some malicious user is gonna harvest account logins and destroy people's premium upgrades, and then the players who have voluntarily supported GGG are going to have just about the worst possible support experience for an online game: "your shit is gone, and there is nothing we can do about it. Sorry!" Sure, maybe it's "their fault" for making a mistake or "their responsibility" to keep the account secure, but at the end of the day, this will probably cause bad will between you and some of your customers. You already have a better system that could avoid all these problems; you just want to monetize it.

2. It seems, for lack of a better word, greedy to many people. It's something that doesn't cost you any significant time and money to offer us. It's not a piece of content that artists had to model. Its only function is to allow me to make better use of the cosmetic upgrades I already paid for. I'm not saying it's inherently unfair for GGG to charge for this, or that we should be entitled to have optional cosmetic upgrades work in some other specific way. I'm just saying that this one microtransaction will *feel* much less 'ethical' than all the others to many players.

3. It encourages 'waiting till the endgame' to even bother with cosmetic upgrades. If I mostly play events, races, try out new HC builds, etc., it would be exorbitantly expensive to keep moving my shinies onto new gear every couple levels and new characters every couple days. I don't want to have my one or two 'mains' that I spend a bunch of time grinding endgame on, and it seems like PoE has a lot of game systems explicitly designed to encourage rolling alts and playing through the early level content repeatedly; this system of paying to move cosmetic upgrades around doesn't jive with that at all. This also means most towns outside of Act 3 Merciless aren't going to have nearly as many cosmetic items showing up (since that's where all the high level toons with gear worth applying cosmetic upgrades to will be).

4. Obviously, allowing cosmetic-enhanced items to be traded would open the pay2win can of worms (those items would presumably be valued more by players, so paying real money for cosmetic upgrades would become an indirect way of purchasing in-game wealth). However, this approach still has a distorting effect on the in-game economy: it makes players who use cosmetic upgrades more averse to swapping/trading their current gearset. This could slow down the endgame item economy.

5. Nobody is going to *like* buying and consuming this 'item'. Nobody is going to be excited to have them. Even if people don't actively mind it, and don't stop buying cosmetics because of it, they will still have a negative experience every time they have to hop over to the Shop and buy more of them just to keep their current cosmetics on a new item or character. You want people to enjoy spending money on the game, for it to be an impulse buy that satisfies an immediate want. That's a much better psychological relationship to cultivate with your players than the sort of nagware model where the game makes you feel like you have to pay to remove some artificial barrier to your continued enjoyment.

Everything else about the patch sounds awesome, and I'm psyched to try it out tomorrow! Just wanted to share my thoughts and let you know that I will definitely spend more money on the game if this particular microtransaction fee is abolished, and I believe other players likely would as well.


I really liked this posters comments.
GGG - Why you no?
Can't wait of OBT. Amazing game!
"
solistus wrote:

5. Nobody is going to *like* buying and consuming this 'item'. Nobody is going to be excited to have them. Even if people don't actively mind it, and don't stop buying cosmetics because of it, they will still have a negative experience every time they have to hop over to the Shop and buy more of them just to keep their current cosmetics on a new item or character. You want people to enjoy spending money on the game, for it to be an impulse buy that satisfies an immediate want. That's a much better psychological relationship to cultivate with your players than the sort of nagware model where the game makes you feel like you have to pay to remove some artificial barrier to your continued enjoyment.

Everything else about the patch sounds awesome, and I'm psyched to try it out tomorrow! Just wanted to share my thoughts and let you know that I will definitely spend more money on the game if this particular microtransaction fee is abolished, and I believe other players likely would as well.


Ok... on this I would just like to point out an observation.

Their company obviously needs a more constant stream on income. The only other option they could make would be for cosmetic items to last for a set amount time. Trust me, the way they currently have it is much better than changing it to that dreaded system.

Frankly, I love how they're conceptualizing cosmetic items. If you want to switch things up to a new item you found, you can do so for a fee or just use the new item without the effect. There's no "dislike" of having to use a new more powerful item without the cosmetic effect. You can still use the damn thing. Killing monsters faster or surviving more will always be preferable to something just looking cooler.
GGG, consumable cosmetics are a thing we all seem to disagree with. Don't make them "used" on gems/weapons/armour etc. Make it selectable and unlockable (so permanent and bound to account not char or weapon). EG, you buy a generic "Flaming Weapon Effect". This is not consumed when used on something. Treat it like a skin for not just 1 weapon, but any applicable weapon. There should be some kind of effects menu where you select what effects you want for each spell - weapon type etc. eg:

Shock Nova effect: Default/Mechanical/Red
Fireball effect: Default/Dragon/Spiralling
Sword effect: Default/Ghostly/Flaming/Electrical
Bow effect: Default/Ghostly/Flaming/Electrical

So make them unlocks basically, not consumables.

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