Developer Questions and Answers

Good day

Just a question: Could it be possible to have your own Auras etc on the left side that contributes to your own character and right hand side things that influences your character. Monsters that course you etc. (Silent comes too mind)

Thank you in advance.
Hi, GGG

Why there are always so many problem in Singapore gateway ? Randomly disconnect, unable connect sometime, currently very lag and unstable lantency. Its not my connection problem, i tested other online games.

Thanks.
Last edited by Adfox73 on Mar 15, 2017, 8:56:19 AM
Is there any plan to improve the user experience?
Spoiler

The current menu system seems embarrassingly outdated and frustrating to navigate, the addition of the pantheon system in 3.0 will continue to bloat these menus furthering the problem of pages, with tabs, with sections, with numerous inconsistencies. A lack of correct/comprehensive information in the character screen, mixing of interactive and non-interactive screens such as in the challenges menu, the need for both keyboard and mouse to navigate menus for menus that can't be easily and intuitively navigated create a chore that shouldn't really exist.

Your HUD suffers from similar problems being cluttered, garish, and in most respects F'ed. It fails to do its job of relaying information to the player quickly and easily. Quest and gem level progression isn't relevant to a large portion of players yet even with quest tracking disabled things like master missions will be displayed after completion. The buff/debuff bar in your game is a hot mess, showing no logical pattern for players, and despite having icons for everything under the sun is as effective at relaying the relevant information as a taser is a dildo. Then there's the map visibility issues, flask readability, and the separation of crucial information over the screen. This all accumulate in the feeling that there is no value placed on the screen space and no care for readability.

The separation of information across the screen requires the player to move their eyes between opposite areas of the monitor regularly, this is an unneeded and unrewarding layer of difficulty, I am not a chameleon and should not learn to move my eyes like one just to play the game. It's overwhelming the amount of effort players spend reigning in the information needed to grind out low maps safe and quickly that harder content or spikes in difficulty feel like unfair punishment rather than challenge. I hypothesise that this also forces people to play face-roll builds that disengage them with the game as the effort required not to is dumb. So, enjoyment of game play, possible difficulty of content and build diversity all suffer because of an optimised HUD.


I dream of a day where Path of Exile is polished better than the best AAA games, so please don't confuse what I've said for some reddit like whining I genuinely feel like this as a whole is an undermentioned part of the game that could be improved on to provide a bigger benefit to players then they could dream of, and so I felt the need to explain why it should be considered.

Love your work, keep on improving, the content can come later!
Several vendor currency prices as well as some of the discount offerings from the masters are ridiculously far away from the market prices.
I'm aware that market prices vary heavily over time and leages, but I never saw them get even close to eg. 1 alch = 1 regret.

So what is the idea behind *not* adjusting those rates towards the reasonable area ?
www.ufoai.org (turn-based strategy, SciFi, OpenSource)
Can you talk about the improvements to the trade systems you are considering? The current PoE Trade/Acquisition system is only a slight upgrade from the forum post bump system of prior years and it's overall not in a good place for the community.

In my experience, items that drop corrupted - the most recent being breach rings and legacy stones - are almost always garbage. Obviously, there is something I am failing to consider that drove this design decision. Can you educate myself and others on how this design choice benefits the game?

In my anecdotal experience in Legacy league, several common quality legacy stones appear to be pure drawbacks: Prophecy limiting you to 1 silver coin, Ambush to 1 strong box, Domination to 1 shrine, Talisman to level 1 talisman drops with altars & Talisman league stones being uncommon enough to make them pointless, etc. Does your internal tracking of the metrics reflect my anecdotal experience and can you talk about how players are using league stones? For instance, what combinations are favored, how many league stones have been used, and which stones are the most common vendor recipe fodder.

There are a lot of support gems and I often find it difficult to determine how (or even if) a support gem will interact with the skill gem I am using. Are you considering any UI or feedback improvements that will assist players with understanding the various system interactions in 3.0?

Broadly speaking the items drop in tiers have naming conventions that are all over the board. For instance the approx level 62 gear for STR based armor is Astral Plate (Body), Vaal Greaves (boots), Vaal Gauntlets (Gloves), Ezomyte Burgonet (Helm), Ebony Tower Shield (Shield). Can you talk about the basis for your design decisions around naming and why you haven't taken the standardized tier names route that is commonly used in the industry?

thanks
Hello,

Are you guy's ever gonna add multiple inventory tabs (similar to inventory and guild stash tab's) with auto loot option that you can adjust, for example: "loot currency or rare or legendary items or all together ...
How often does Grinding Gear Games hire new game designers? I remember in an interview Chris Wilson he said that you were hiring people almost once a week (I think this was near the 3.0 announcement).
Dear GGG,

What's up with weapon swapping? It feels neglected in it's current state. Currently, all anyone ever uses it for is an extra 6 sockets to collect gem experience. The entire problem with weapon swapping is that the game overwrites our hotkeys every time we swap weapons. Will you ever fix this, or is this really what you intended?

Personally, I'd love to be able to build around the idea of switching weapons on the fly: e.g., I could have a set of high DPS weapons for attacking and a set of wands/scepters with spell bonuses for spellcasting. The potential for unique builds is enormous if you would just make one simple fix. It would also give you a new design space to work in. You could come up with some interesting mechanics related to weapon swapping: e.g., a weapon that grants a bonus if you've swapped recently but disables swapping for a short period, or perhaps you could make swap speed modifiable ("50% increased weapon swapping speed" or whatever).

Sincerely,
A concerned customer
I do have a question which was flowing around in my mind for some time..
what will you do to wanding?
It is completley inferior to bows these days.. the only thing that works atm is barrage (which is a bow gem aswell) power syphon is dead since 1.3 you destroyed kinetcs blasts single target which is fine but still there is no reason to run power syphon currently

Just to clear well enough you would need GMP and Chain that just cuts your damage by more than 50%
so my question would be will wand based skills (aka power syphon) get a buff/rework in near future?
I am sorry i wont go thru whole thread(or a page) but can i get sme solid info somewhere how weapon range radius work. Also how they combine ect.
Thanks for your time!

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