Community Q&A with Chris
Will there be a battletext added so i can finally see my Damage in Numbers?
IGN: Iuscommune
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I think a lot of my questions in the forums would be reduced by having an in-game knowledge resource, because when I get to the forums to ask a question it's quicker to ask than to have to look everything up in a multiplex of locations.
Some words which have very confusing and varying connotations are words like 'level', 'elemental', 'damage'. For example: If you had a drop of a Rare with 6 mods, you could instantly click on the in-game knowledge resource and find out in 'great detail' about every aspect of that item, from base stats to mod info/limits and from likely socket colour percentages to it's ideal game level effectiveness range. So my question would be, when will the in-game knowledge screen become available. Also, when will we be able to have more detailed stats available in our character screen - so when we increase our 'base' Energy Shield we can see the actual new 'base' stat instead of just the accumulated 'maximum' stat. ie: lots more stat breakdown info listing everything that effects our final stats. Thanks, CRONK Edit: Agree with battletext also as an option. |
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Are you going to do anything about the map system or rather improve it Chris? I say this simply because the whole grouping thing some people like myself just like to solo obviously you can't really level efficiently doing this due to the end game of ''Maps'' If anything I find the map drop rates okay from time to time however can you let the unique boss have a 100% drop rate for a map and another thing like really It's frustrating for a 77 map to drop lets say a 68 map which makes no sense whatsoever.
Another question I'm sure the art work for the unique's are just placeholders but when are you guys exactly going to update them or even have time frame them? Kaom's heart is red when It's obviously golden and unique looking as it is but It's just a simple Glorius plate in the game. Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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first off, sry for my bad english as its not my first nor even my second language
how are you guys going to improve diversity as of now there are known problems in the game like the necessarity of going pretty much allin hp in the skill tree without cutting the difficulty? (Post is far too long. Non-question content compressed in spoilers) - Spud
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while i trust in your guys decision making and problem solving as well as creativity i believe there are several different approaches to solve the problem
i d like to give some suggestions and maybe get some feedback of you 1) shift of difficulty towards highend content while softing up the leveling process: increase base hp/mp gain upon lvl up making hp nodes in skilltree more of a choice of goingn tanky. this of course will make leveling throughout the game easier. in contrast to it i would implement new high level challenges such as newer maps with more and newer affixes/suffixes or maybe even introducing raid maps with a lockdown of a certain time (kind alike wow raids) 2)to balance hp towards all classes hp nodes needs to be normalized.. e.g. some hp nodes on the marauder tree are like 8% 8% 12%, while some nodes around rangers/shadows/witches are like 8% 8% 8%.. thats an overall plus of 4% for marauder/templar hpnodes 3) diversity between classes: are you gonna add some uniqueness to the classes other than the starting area?
Spoiler
also alot of my friends quit the game at around lvl 57+ as they start hitting a wall of slow progression...
i feel like there is no real motivation towards grinding/lvling up, when you dont really have anything to look forward to.. how about adding somekind of unique skillnodes that are attainable at some special levels, like 60, 65,70,75,80,85,90,95,100? those skillnodes should be extraordinary powerful to give the player some real incentive to grind their way up to it.. also have you guys considered adding unique skillnodes that are only accessable to certain classes?
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here are some examples i have posted in my other posts: "i think the approach for starting point nodes is just wrong they should rather design more UNIQUE starting nodes e.g. tons of CC or energy shield nodes right at start for witches tons of shield (to even add more diversity we can add offensive shield nodes and defensive ones) nodes for templar tons of health/armor nodes at the start for marauder tons of ranged bonuses for ranger tons of movement speed/utility/attack speed bonusses for duelist tons of attack speed or crit bonusses for shadow other than that we can also add another BIG KEYSTONE right at the start of every class with an LEVEL RESTRICTION, that does one of the following 1) adds one UNIQUE SKILL 2) adds something special like witches: when energy shield reaches 0, it instantly refills to 100%, but your health is reduced to 1 (internal cooldown of 1 minute) witches2: when energy shield reaches 0, you do damage to your surroundings equal to your max energyshield * spelldamage (formula can be balanced) witches3: when reaching health under 40%, your energy shield automaticly refills to 100% (internal cooldown of x) witches4: when your mana reaches 0 you cause an arcane explosion causing max mana value*spell damage to surroundings (formula can be balanced) ranger1: after 5 critical hits your next attack will cause 300% damage, but cant crit ranger2: after x critical hits, your movement speed is increased by x% ranger3: dodge the next two attacks after getting critical hit ranger4: dodge the next two attacks after losing health below 50% ranger5: every second attack does not cost any ressource templar1: the first aura you cast does not take any mana reservation templar2: after every 5th block, your shield explodes doing damage in a straight line where your char is facing dealing xx damage (formale : balance) templar3: when losing 50% hp the templar loses all the bonusses he gets from his shield and cannot block for 10 seconds, but is invincible for 2 seconds (internal cooldown) marauder1: increase liferegen by xxx marauder2: adds all the mana you have to your lifepool (if taken blood magic you gain 0 life) marauder3: every 3rd single target attack becomes an aoe attack shadow1: after losing 80% health shadow becomes invisible for 3 seconds (internal cooldown) shadow2: each crit increases shadows attack speed by x shadow3: each attack increases shadows crit by x (up to a certain cap) duelist: every 3rd attack gets reflected back to the attacker (if its too much then set a limit, if its too less then add a mod, e.g. make it dependend on weapon damage or whatever) duelist2: every 4th attack counts as twice duelist3: after 10th single target ability the next one does 5th damage duelist4: every 10th attack cause duelist to trigger a crazy attack like the ultimate from blademaster in dota or ultimate from fiora in lol NOTE those are suggestion TEMPLATES, while some might seem OP, they are all a matter of tweak and balace, but you should get the idea" last but not least, i know there is some sort of OPEN PVP going to come as some kind of cut throat league.. but for people that loves open world pvp but are less into sado maso style of gameplay, e.g. dont like losingn stuff but rather want to pvp for fun in an OPEN WORLD ENVIRONMENT, do you guys plan on adding an open world league where for example people can join with their chars from the permanent leagues? Last edited by SpudOfDoom#5115 on Mar 4, 2013, 6:01:28 AM
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All of the above...
And a couple of my own. Any plans for /emotes? How soon till we get Guild (chat) features or at least pass-worded private chat options? www.guildmedieval.com
Honesty, Integrity, Fair Play. Period. |
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Will we ever be able to have multiple pets active at once? I'd love my two kiwis to be able to hang out together.
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Great game, its some of the best I've seen in the free2play department.
Are you guys considering even shorter races? Something like 20-30 min with several random objectives. TV-Series, small Poker Sit and Go, a LoL game are like 20-40 min. I believe that is about the attention-span of a big portion of players, myself included :) I'd love to see constantly running short-duration 50?-man Sit and Go where you and competing exiles would bet an Orb for entrance, and a few lucky would cash out. Ign: splat / meh Last edited by sck666#4225 on Mar 4, 2013, 6:40:06 AM
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(I haven't read a single post so sorry if these are being repeated, also gonna ask some questions I have before hoping I'll get an official answer)
1. Trading is a mess right now, what do you guys have in mind to fixing it? I've heard tell about public tabs but I can't for the life of me think of how that will work. Seems like it would be no different than "Shops" trade right now. Bunch of people trying to get you to look at their stuff. 2. I've been saying it for months, mana at the highest levels, lvl 20 gems in 6l is brutal. Most builds are forced to go BM, EB or restricted to using mana leech in their 6th link. There's nothing fun about spending alot to create a 6l just for it to be a pretty 5l. Do you guys have any plans to make end game mana easier to deal with? 3. I brought up making map mods that interact with each other to increase difficulty (lower res + added ele dmg) giving more IIQ. I was told it's a great idea, many people agreed and it's been brought up by other's since. Are there any plans to implement something similar and when will there be a patch focusing on polishing maps. I think at best they are in a rough state as their cost doesn't justify their return but it's not unbearable which is why I think it's been put off. 4. Will there be more gem sinks? The jewelry ones are nice but once set in gear I don't find myself worrying about crafting so much. Whenever I see a gem I want to pick it up but I know I don't have the space and the majority of gems I need I can get when making a new character. Lately I haven't even been taking quest gems. 5. Will duelist get ripose and 1h w/o an offhand like I begged for in my thread a while back. I think if implemented correctly it could be a very fun play style, also something uniquely duelist which I'm dying for. 6. It's been 3-4 months, where's melee's splash support!? edit: 7. When are you guys adding in different races? I don't mean different in the sense of time, I mean like these ironman, cutthroat and other ones I've heard about. Making a new toon gets old, I'd like curve balls. Thanks, I know you guys have been busy but I'm always trying to annoy you guys with my opinions. Then again if I wasn't annoying I doubt I'd be alpha. Finished 17th in Rampage - Peaked at 11th Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 Last edited by Moosifer#0314 on Mar 4, 2013, 6:41:14 AM
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Any plans to improve latency and reduce dropouts for Australia/NZ?
I died at 78 due to drop out and died in one-week race coming in top 30 due to desync. Feeling very unmotivated to play now. :< |
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How does GGG feel about community developed applications and tools (eg:Procurement) for PoE? There is a documented api, so I assume that this is something GGG is interested in.
Many developers of online games have embraced their community developers, for example EVE online provides an "api key" that users can create, to give applications access to their inventory and characters, so that login credentials are not required. Is this something that could feasibly be looked at? It would be a huge enhancement which I believe would open up a lot of exciting opportunities. Anyone that takes the time to produce a tool or website, for free, for PoE has to be passionate about the game and want to help it be all it can be, so it would be great to hear GGG's stance on things. Procurement : The Ultimate Exile's Companion!
Forum Thread : https://www.pathofexile.com/forum/view-thread/172710/page/1 Github : https://github.com/Stickymaddness/Procurement/ |
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