Developer Questions and Answers

Will we ever see more "endless" content like Delve? Are there plans to give players who like to min/max their gear and squeeze out every bit of damage possible a place to "test their might"? As it stands you grab the right mirror bow and it will carry you to the bottom of delve by avoiding ever getting hit and providing sufficient damage to one shot everything. As it stands there's a point where it feels pointless or silly to try and upgrade my character, and when you hit that the game becomes very hollow.
If the world all of a sudden just up and ended, but the entire GGG office escaped unharmed into space (as did most of humanity, such as your playerbase), where would you set up your studio?
Thanks for taking questions and continually seeking ways to improve the game, keep up the good work!

My question was how many of your team members complete 36+ challenges each league? I know you've shown the distribution of the general player base in regards to challenges completed, but I'd be curious to get an idea of what it looks like internally at HQ. Thanks again!



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- Will we see a cutthroat pay league option? *
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
What's your philosophy on the bigger expansions now that you made all the acts needed to get to the endgame?

Do you think the current big, complex leagues are sustainable? It seems like sinking a lot of money for stuff that should be discarded given the limited space to add stuff to the main game.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
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SlaserX wrote:
Why do you refuse to budge on improving Trade, despite the fact that the Trade Manifesto is entirely based on false assumptions and bad guesses?

Edit: Due to negative feedback on reddit due to the wording, I'll put it another way.

Have you considered listening to your players about the trade experience, just like you finally did with the desync issue (which lead to the discovery and fixing of several bugs in predictive mode that made the game actually unplayable, due to desync [This one's for you Oos]), or are you going to ignore the feedback of the general population of the game that trade is not a good experience, and not worth the risk (as we've seen in the rates of more than 90% of the playerbase not engaging with the system at all, rampant posts about scammers who go unpunished, the system seemingly built to enable underhanded behaviors like pricefixing, etc.)

this is one pf the hugest questions. Hope they will answer to this, and not just with couple of words..
"
SlaserX wrote:
Why do you refuse to budge on improving Trade, despite the fact that the Trade Manifesto is entirely based on false assumptions and bad guesses?

Edit: Due to negative feedback on reddit due to the wording, I'll put it another way.

Have you considered listening to your players about the trade experience, just like you finally did with the desync issue (which lead to the discovery and fixing of several bugs in predictive mode that made the game actually unplayable, due to desync [This one's for you Oos]), or are you going to ignore the feedback of the general population of the game that trade is not a good experience, and not worth the risk (as we've seen in the rates of more than 90% of the playerbase not engaging with the system at all, rampant posts about scammers who go unpunished, the system seemingly built to enable underhanded behaviors like pricefixing, etc.)


I just want to say to you to not be bullied or care about what reddit thinks. You showed genuine concern over a real problem that GGG isn't tackling. Market manipulators have been gaming the economic system for many years now and they have not done anything directly about it other than banning botters which has helped but they do need to add a market like they did for the ps4 and xbone versions.
Tala Moana, Exile.
Are there any plans to decrease item drops in the future?

I enjoy having a variety of item classes to chose from, but the current state of normal/magic/rare item drops in endgame seems off in my opinion.

Playing a ~ 100% quantity map with 3-4 sextants and loot filter on “default” shows this just fine I think.

I saw games freeze when pressing alt (to show all items) after clearing a map or loot explosion from league content. The amount of loot may even make it harder for new players to enjoy and understand the game.

My only idea to solve this would be to limit item variety once you reach maps. Did you discuss this topic before?

tl;dr: Too. Much. Clutter.
Last edited by itsamemarkus#2065 on Apr 22, 2019, 7:49:55 PM
Are design descisions of league mechanics that require a lot of stash space influenced by potential stash tab sales? (e.g. non stackable delve resonators and fossils, fractured rare items)

I don’t know if this is too tinfoil, but I noticed an increased number of league mechanics that require you to have a lot of stash space.

So there is this new Synthesis league and nobody knows what’s good or bad before some external source publishes data mined mechanics; meanwhile a ton of (non hideable) fractured items drop...

Then there are delve fossils and resonators. It has been discussed before that there are some technical challenges because of resonator sockets. But I wonder, the first internal playtester that did a delve session for a few hours must have noticed that stash tabs filled up pretty fast.

Guess my question is:

Do you intentionally increase inconveniences regarding stash space for more stash tab sales? Or do you expect players to interact with the crafting part of leagues more frequently so that you assume most resources will be consumed?
Last edited by itsamemarkus#2065 on Apr 22, 2019, 7:49:27 PM
What are - in your eyes - the key requirements for a starting game designer (not developer), for example for a game like PoE?

Or can you not start your career as game designer (except when developing your own game, but then you would also need to have the skills of a developer) and instead have to get into some company first in a different role, hoping someone there will listen to your ideas, before you can switch to being a game designer (which would allow you to get the experience required to apply for jobs as game designer somewhere else, e.g. GGG)?
Last edited by ArgentumWulf#7200 on Apr 22, 2019, 7:48:53 PM

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