Quick Video of New 1.1.4 Feature

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You could have gotten at least twice that amount if you hadn't "hidden" the mask transaction on the website but at least advertised for it in the ingame shop and login page, even if it can't be bought with points. Which probably cost you a lot of missed buys too.
There should have been a premium option too. Like a mask with an added effect for 20-50$ if people want to give more but don't feel like cluttering their stash with a dozen individual buys of the mask.
I hope you do more events of this nature in the future, I just hope you do better on the fundraising side of things.


Exactly. As a MTX I would have bought it on day 1. I have no credit card, loading paypal account for 5 bucks.... to lazy.


Btw, shouldn't Uberpieces yield higher level maps than 73 since Atziri is already lvl 80 ?

Besides that great content as always GGG
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Nicholas_Steel wrote:
By reducing the spawn frequency of Vaal zones you're reducing the average amount of Vaal Fragments a player will have acquired by the time their character reaches the Eternal Laboratory.


Since SotV I have leveled:

Invasion: 35 (deleted), 63, 81
Ambush: ~30 (deleted), 73, 88
Two-week: 34 (died, deleted), 53

Doing almost all the corrupted zones while levelling, I collected only two (2) distinct types of atziri fragments, the two more common ones. That's not enough even for half of atziri, since their rarity is not even. Three of those chars have access to the lab.

It's a freaking chinese gold farmer "content".
When night falls
She cloaks the world
In impenetrable darkness
Last edited by morbo#1824 on May 22, 2014, 5:53:58 AM
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Nicholas_Steel wrote:
By reducing the spawn frequency of Vaal zones you're reducing the average amount of Vaal Fragments a player will have acquired by the time their character reaches the Eternal Laboratory. So now players have a reduced supply to use in the eternal lab and a reduced chance of getting what is needed to unlock the final boss, before reaching the Eternal Lab.

As far as I can tell this is just a lose/lose situation unless a Vaal area spawned in the Eternal Lab can potentially drop multiple fragments/vaal gems. You can't farm for duplicate fragments anywhere near as easily as you could before so your supply for the Eternal Lab will expire rapidly and you'll be stuck with nothing.



I think in future leagues, Atziri won't be THE final boss. Rather an endgame goody and therefor difficult to reach.
So instead of

making fragments equally rare, so players can trade 1:1 for them instead of midnight/hope gating

or

making fragments randomly drop in regular maps

or

making fragments randomly drop in corrupted maps

or

making fragments randomly drop from invasion bosses

or

making corrupted ares spawn in maps

or

(i ran out of ideas)

midnight effective drop rate is directly buffed once again (third time?)
This new feature is a way for replacing all Atziri fragments with Vaal skill Gems.

Why dont you create a vice versa process?

Opening a corrupted area with a Vaal skill gem. Required level determines the level of zone (rise up with gem skill level). This way a low levels can use internal laboratory, and there will be a new usage for Vaal skill gems, because fragments are already useful on their own.
Last edited by shade1515#1028 on May 22, 2014, 6:17:36 AM
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Lordemore wrote:
It can be alternative for map starters.


best map starter is and will remain "run piesto, get 66s, get some currency, get some gear for yourself and for trading, get some XP" until piesto drops are when they are now.
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Nicholas_Steel wrote:
By reducing the spawn frequency of Vaal zones you're reducing the average amount of Vaal Fragments a player will have acquired by the time their character reaches the Eternal Laboratory. So now players have a reduced supply to use in the eternal lab and a reduced chance of getting what is needed to unlock the final boss, before reaching the Eternal Lab.

As far as I can tell this is just a lose/lose situation unless a Vaal area spawned in the Eternal Lab can potentially drop multiple fragments/vaal gems. You can't farm for duplicate fragments anywhere near as easily as you could before so your supply for the Eternal Lab will expire rapidly and you'll be stuck with nothing.


why is every one focusing so much on the use of atziri fragments for the atziri figth when they first are able to do maps? Do you guys think that you can somehow even come close to killing atziri at lvl 65? or even 75?

Most build need to be at least around 80 to do it and most would need to be 85+ to do it somewhat safely, especially in HC.

Yes the fragments are cool to use on maps but only really used for 75+ maps. When you first hit maps you are wasting them if you use them on 66s.

Also how many people do you think have even attempted or plan to attempt normal atziri? I bet that 95%+ of people are not even considering it. And I'm not even talking about uber atziri which only very few have done in invasion or plan to do.
LLD BOTW spark/arc caster guide http://www.pathofexile.com/forum/view-thread/1133731
Last edited by andkamen#5405 on May 22, 2014, 6:47:43 AM
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morbo wrote:
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cronus wrote:
because there has to be at least something valuable for low level players to sell to higher level players.
it makes mid level players richer, introduces them into the complicated trading mechanisms and at the same time doesn't give them the impression they missed out something they could use to improve their characters. i think from a game technique point of view this is a genious solution.


It's a genius solution for the economy, not for the ARPG. In a true ARPG there wouldn’t be a low-class, mid-class and high-class players, divided among "socio economic" lines.

But since in PoE the ARPG servers the economy, GGG needs to create jobs for the low and mid socio-economic caste. Jobs like mind-numbing atziri fragments farm and stone hammer collectors... If you like to be part of the system, you see this as an "opportunity" and accept your cubicle job. But such gameplay is nothing more than a glorified chinese gold farmer simulator.

It's pathetic, really, how much the economy rules the design of the whole game.


And yet in Diablo 3 where an economy barely exists and certainly isn't the focus you still have the separation of classes. Diablo 2 had a HUGE lower class... Torchlight and Titan Quest would have highlighted huge economic differences had people actually played them online. I think any ARPG based around gear will have this separation you mention. At least PoE gives people the tools to climb the ladder.

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majesw wrote:
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morbo wrote:
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cronus wrote:
because there has to be at least something valuable for low level players to sell to higher level players.
it makes mid level players richer, introduces them into the complicated trading mechanisms and at the same time doesn't give them the impression they missed out something they could use to improve their characters. i think from a game technique point of view this is a genious solution.


It's a genius solution for the economy, not for the ARPG. In a true ARPG there wouldn’t be a low-class, mid-class and high-class players, divided among "socio economic" lines.

But since in PoE the ARPG servers the economy, GGG needs to create jobs for the low and mid socio-economic caste. Jobs like mind-numbing atziri fragments farm and stone hammer collectors... If you like to be part of the system, you see this as an "opportunity" and accept your cubicle job. But such gameplay is nothing more than a glorified chinese gold farmer simulator.

It's pathetic, really, how much the economy rules the design of the whole game.


And yet in Diablo 3 where an economy barely exists and certainly isn't the focus you still have the separation of classes. Diablo 2 had a HUGE lower class... Torchlight and Titan Quest would have highlighted huge economic differences had people actually played them online. I think any ARPG based around gear will have this separation you mention. At least PoE gives people the tools to climb the ladder.



WTF?

There is no separation of classes in D3, there is NO economy.
Even in vanilla D3 which showcased how bad an economy is for aRPGs in modern day (which GGG watched and derped it even more); there was no actual requirement to trade, farm low shit or be any part of any class hierarchy system. If you had the balls or the stupidity.. you had the content access.

Tools? Tools in an aRPG are weapons, gear, skills, builds and ability. Those are the tools I use to access content.
PoE doesn't give you the tools, it gates them behind the pyramid economy and thus gates the content, too. PoE even goes so far as gating content directly behind currencies and fragments that one could never reasonably find without trading. It's the most ridiculous idea to ever bastardise the aRPG genre.
Casually casual.

Last edited by TheAnuhart#4741 on May 22, 2014, 7:10:38 AM
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Rhys wrote:
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Redblade wrote:
Will areas opened with mortal fragments drop mortal fragments?

No, only regular "sacrifice" fragments, just like any other corrupted area.

You can also put in multiple fragments to boost the IIQ, just like with maps (in this case, the highest fragment used determines the item/monster level of the area).

The corrupted area will have random mods as usual, though you can't tell what they are until you go inside and press tab.

The corrupted area is subject to the same portal rules as regular maps, although for most game mechanics it doesn't actually count as a map.


This sounded like a great idea at first but once again you fall short...

The mortal fragments should open a level 80 CA that potentially drops mortal fragments. Using them for a slim chance to gain a midnight is masochistic at best. Especially as you can't decide what CA you get nor what mods it will have.

This whole gating system has been a huge disappointment from the get go, and and for what...preventing to many from getting 8/8?
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