Weekly Beta Report One

"
KaseyM21 wrote:

They said they don't want to implement an in-game trading system so I'd assume you would have to wait a really long time.


I don't think anyone said that.

they've implied heavily that they're in design phase for "something"

which they're not ready to divulge.

---

OT

Thanks for the update GGG, this update lets me make an informed decision whether to keep tinkering in maps in beta.

Following the update, I'm most likely to just play through the acts and then call it there.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
FIX MTX FOR FFS
#BringBackOriginalScionPortrait
#BringBackOriginalAscendantPortrait
#BringBackCruelMerciless
also what about crating benches? i really miss mine.
I think once the wipe happens, I will just call it quitd for the the beta - its summer and I really dont want to spend it releveling characters every single time a few changes happen in a patch.

I enjoyed what I saw - I hate the new bandit rewards - some maps have been made awful, like promenades changes seem unnecessary, and will just be thrown out as a map to avoid from now on...

But overall, I got through all current acts - I love the massive new bosses and hope there is a crazy map version of each.
Last edited by Kunaak on Jun 15, 2017, 12:46:43 AM
Qarl, you are my favorite
GitGud, GitNerfed, Repeat.
I find crafting benches dissapearing rather major issue, plz fix it!
I know all player come and say : "ahahah nice, u have try a bot u get ban, sooo nice" but i tell u its just for try, for see and for know. I have use this 10 minutes maximum and i have insta uninstall." - some not-too-bright dude, 2013; Joined 2012, † 2013.
crating benches. unplayble without it.
SO many players but so little bugs and bug reports?

Consider a reward system GGG. :)
Perception is reality.
Was hoping for crafting benches fix as well. Not being able to craft anything is making it even harder to get started with mapping. Which is already hard due to the missing acts
But i'm guessing they know that and will deploy a fix as soon as they have one :)
"
Zakaluka wrote:
"
KaseyM21 wrote:

They said they don't want to implement an in-game trading system so I'd assume you would have to wait a really long time.


I don't think anyone said that.

they've implied heavily that they're in design phase for "something"

which they're not ready to divulge.

---

OT

Thanks for the update GGG, this update lets me make an informed decision whether to keep tinkering in maps in beta.

Following the update, I'm most likely to just play through the acts and then call it there.


Yes they have something planned but they already view the current system as too convenient. From q&a in april:

"
With all the talk of trade improvements over the years but very little concrete to show for it, it's clear that GGG wants to take steps, but is being held up by various concerns. What actual goals and restrictions are you guys working with in your efforts toward improving trade? Are there concerns that these goals are even attainable?

Being able to trade items is critical to the success of an Action RPG. This is why Path of Exile has no item binding and why SSF items can become regular items with the click of a button.

Given that we want trade, the next question is how easy the trade should be. It seems obvious to jump to the answer of "as easy as possible, of course!" but more care needs to be taken. The easier that trade is, the more trades that traders can perform, increasing the utility that items provide to them. This has a few consequences:
The gap between traders and non-traders widens. This gap is apparent when you see feedback that the game is too hard for some people and too easy for others. Most of the time, that is proportionate to how much they have traded.
Item pricing becomes more skewed towards only very-cheap and very-expensive. Items either become trivially cheap or unaffordable. If you have ever felt that it's going to take too many 1-alch sales to finally save up for that 80 exalt item you want, then this is the reason.
Progression is trivialised. While trading for an item to get a leg up on difficult content is of course fine, being able to trivially and cheaply quadruple your clear speed on a whim isn't something that should be expected on your first character in a league. In addition, the fewer item upgrades you make on a character before capping out your items, the lower chance you have of sticking around for a decent portion of the league. Upgrading items more times (in smaller steps) is more fun than jumping right to the perfect gear.

The existing community tools (combined with our public stash tab API) already put us pretty far down this spectrum, compared to the old days of trade chat. We already view this as a crisis. That is why we are hesitant to add more convenience features.

I know this explanation doesn't mention any solutions, but the things we're experimenting with aren't ready yet. Thanks for your patience.

Report Forum Post

Report Account:

Report Type

Additional Info