Developer Questions and Answers

Will there be hope for melee on the next update, like fix melee skills,

this previous league feels just like you go spells/es or dont feel the change/update at all.
Is there a reason we couldn't spectre the newest mobs in synth? People are out here still using SG's from 3.0
I would like to know if it is possible to include support for DirectX 12 and Vulkan Low-Level APIs and to include support for Asynchronous Compute to the game engine in order to take advantage of the other features of latest generation of Graphics Cards(i.e AMD Radeon RX 400/500, RX Vega, GeForce GTX 1000, 1600, 2000).
Are you aware that Betrayal related content on console it's gutted to the ground?

In case you aren't I'll elaborate, we only get one encounter (instead of three) and we don't get triple ranks, nor tripple inteligence, nor triple the ability to make relationships amongs our syndicate members, this leads that even with knowleadge of the mechanics and min-max techniques, I'm still unable to enter a single safehouse at lvl 95.

In the case that you were aware of said issue, do you have any plans on fixing it?

Cause it straight up means that delve and other mechanics are almost dead, since we don't have the in-built resources to either make Niko rotations, or to buy sulphite spawns from other people, etc.

Thanks for this QA and I hope you have a nice day.
Last edited by RoosterAfro on May 2, 2019, 2:31:28 AM
As a Diablo refugee, I'm really enjoying the game except two points:

- Yeah, as anyone else trade. I do understand the manifesto and the point of view. It can also be anything that wouldn't hurt the game - be it auction houses or vendors in hideouts I couldn't care less. What I want is:

Being able to trade when I'm offline or busy doing content.

Is this really too much to ask? This is the major point ruining all the trade fun - it just feels like a job rather than a game. I'm not a carpet salesman, I'm a video game player!

- No profits for endgame grinds: As a still very new player, I'm following other people's ways of making currency and they all have the single point: "Do your stuff in the first week of the league to get rich"

This isn't OK.


I farmed Elder maps in Synthesis with the same setup as streamers and got nothing back at all compared to them. It's easy to blame RNG, but this is highly discouraging. It feels like I will never be able to afford that fancy gear regardless of how much time I put into the game, unless I grind my ass off in the first week, and be at the top 5%.

Betrayal had low-level Delves to make money in the middle of the league and it was great for farmers like me - it was paying off. Please don't forget people like me while designing the league.
Question regarding content distraction, feelings that side content are mandatory because passign on it mean missing value, and that said content is unavaiable when wanted.
If you read similar question, pass on. Invest time here only if more facts or Points of view are needed for this question.

TLDR:
"
So when we hit a limit on some of the RNG dependant resource, we go and engage with the side content even though we don't want to at given moment. This induce feeling of enforced distraction and is made even worse by being fully aware, that there will be time in future when we will want to engage with all the side content, but can not because we had to when we got to the limit of its enabling resource.


Questions: Is GGG aware of this? Do you guys understand why that is problem for some/several players? Is it getting some attention so it might be fixed in 3.8? And if you are dealing with this, what would be your solution to this?

Explanation:

There is currently an issue regarding all the side content. There are deeper sides of side content, that require several usual encounters to prepare:

Side content - Content enabling resource/encounter
Menagerie - Beast hunting
Temple of atzoatl - Incursions.
Azurite mine - Sulphite
Syndicate safehouses - Syndicate encounters, and decisions.
Memory nexus - Memories.
Whatever you guys come up with - Whatever is needed to run it.

All of those, except bestiary, are draining my attentions from whatever goal I set up for myself in a given game session - Be it few hours, or long run entire afternoon.
It sprout out from the limitations on how much of certain content enabling resource you can hold.
In short - How much of deeper side content you can have in waiting for your attention at given time.
When you reach a limit, we as players are then faced with options:
1) Engage with the side content, free up space for the content enabling resource, get rewards, and have less time to chase our goals.
2) Ignore the fact that there is a side content waiting for us. And lose value on future content enabling resource which are spawned by RNG.

Examples:
Atzoatl is ready - Alva is no longer spawning incursions - significant amount of monsters is lost.
Sulphite is capped - We now literally get 0 from any new sulphite spawns
Safehouse is ready - entire syndicate branch is no longer spawning, making it even harder to get the 3 encounters per instance.
Memories are capped - new ones replace the older ones, which mean we are not gaining new resources but staying at same level.

So when we hit a limit on some of the RNG dependant resource, we go and engage with the side content even though we don't want to at given moment. This induce feeling of enforced distraction and is made even worse by being fully aware, that there will be time in future when we will want to engage with all the side content, but can not because we had to when we got to the limit of its enabling resource.

Proppossed solutions within community:
Remove all caps entirely - work for sulphite and memories.

Make the side content tradable
Turn atzoatl into map
Let nico create sulphite chunks we can store/trade
Syndicate - allow us to gain tradable inteligence for some departments.
Last edited by Fireldakuraito on May 2, 2019, 3:49:34 AM
How much importance does ggg place on "Action" related mechanics compared to number and RNG based defenses?

POE is starting to feel like a pure number game and actions mean little to your survival and damage and your strategy in monster fights and is similar to a 2D turned based RPG game out there.

By "Action" I mean players moving character out of harm's way, player reacting to big noticeable boss windup attacks, players observing monster attack patterns in a not so cluttered screen, etc.
Will fractured and synthesized items be dropable from 3.7 onwards?
While auction house is pretty much out of the picture (and for good reasons) can we at least expect improvements / rework for current system? Like introduction of cross-instance trading or being able to trade with NPC or other object in someone's hidoeut, so we at least would not have to stop playing the game in order to trade? Anything to help current situation would be greatly appreciated. If there are any good news, when can we except such changes?
Last edited by SunL4D2 on May 2, 2019, 5:26:43 AM
1. I think synthesis and delve made it much easier for normal people to craft great gear (reduced randomness) is this trend to be continued? I personally like it.

2. A lot of people dislike rng gated bosses like cortex and delve. Could we get a clarification what to expect in the future? I really hope this will fade out and we won't have tens of hours of pure randomness to meet the boss

3. How can community reduce impact of scammers? We don't have tools right now. Is there any plan for helping us with this?

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