Developer Questions and Answers

Final question from me on this:

GGG developers, will there ever be any plans to enable the Forsaken Masters to join / party with us players?

That question would work 1 of 2 ways, a) Masters be allowed to party after reaching lv "x" or b) Masters be allowed to party while gaining experience with their leveling 1 - 8.


I think this is a serious question that would spice things up for developers AND players alike, because we've always wondered how the masters would be in battle. It seems VERY possible for developers to pull off.

2 examples of that are Act 4 Piety "partying" with us vs Malachai and Vagan's fighting abilities during his daily missions. Vagan is obviously able to use any weapons / builds and is pretty strong. This would be a super idea for 3.0!




Thanks for your time.
I rarely post, but when I do it's important. Fighting for the player, not monsters! https://www.pathofexile.com/forum/view-thread/880487

https://www.pathofexile.com/forum/view-thread/2300612
What features or mechanics are you most interested in that are not currently feasible, and what makes them difficult?
Why we cant control+click to guild stash?
Why we cant move guild stash tabs around, like we do with personal stash? (at least for guild leaders)

Why we have to scroll up and down over and over again in crafting benches when we want to reroll crafted mods? why dont u set the "remove crafted mod" on top outside of the list of mods?

Can u allow to invite to the h/o the guy that redeems divination card sets? it is really annoying having to go to act 4 when u want to redeem a set.

Thanks

From Orlando, FL, U.S.
Last edited by HernanCCS on Mar 12, 2017, 9:56:09 PM
1.Any balance changes in life vs Es? at the moment es is at an advantage.
2. Any plans to make Saboteur not just about traps but also the blind specialist by any chance?
Any trade system in any game will have its ups and downs. Without feeling obligated to mention specific mechanics, as you are looking to overhaul the trade system for Path of Exile, what do you view as acceptable downsides to a new trade system for Path of Exile, and what are the "must have" upsides?
Will there ever be a feature that lets player run a shop without actually having to return from the map? I.e., a vendor that you can place in your hideout, and that will sell your items to other players?

I feel like the current sell/buy system really ruins it for people who do not have time to set up Acquisition and wait for people to buy their items.
How difficult would it be to release the video-making tools Bex and others use to make preview videos, build-of-the-week guides, and so on that use special camera angles and other features not available in the main game? As Path of Exile's popularity grows, I think there's a strong case to made that some players would want to make original machinima-like content (maybe even similar to early Red vs. Blue type stuff).
I've graduated as a game dev a few years ago and ended up in the fin tech sphere. While I enjoy programming I don't see an equitable process for living in the gaming sphere in the Syd enviroment. I am aware that the NZ gov has been pushing hard for studios to recieve funding (resulting in a nearly 3 times boom in the local industry). As such the only real way it appears to me in Syd is to either treat it as a full time job and take out a business loan or slowly build it as a hooby. Seeing as you guys started from scratch I thought I might ask here; what processes or methods did you undertake to try and move from the "garage gaming" unit to a full blow studio, and more importantly, to keep developer retention that you would be willing to share? Thanks.
Hi! I'm really curious about the following, related to the passive skill tree:

When you started working in the passive tree, how did come to your minds passives like Avatar of Fire, Blood Magic, Eldritch Battery or Chaos Inoculation? What's the process behind thinking how these kind of passives will/would work in the game? I mean, e.g it is not like I'd say "hey, let's add something that makes ES protect Mana just because" There must be something that made you believe that it is important that this passive should be in the tree, so why and how do you know what is needed or not. They are mechanically different to any other and they are really cool to play with. I believe that there are also other 'complicated' passives like these that didn't make it to the final tree, can you please let us know about them and also if it possible that you might add new nodes in the future? Thanks in advance.
What are some ARPG mechanics from other games that you don't think you'd ever like to see in Path of Exile? e.g., things like D2 mercenaries that so far are not part of PoE.

Report Forum Post

Report Account:

Report Type

Additional Info