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We're trying hard to control the level of power creep over time so that people's previous-best items are not made irrelevant. If a new crafting system didn't let you make new best items then it wouldn't be very interesting to people.
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Yes, every new crafting system introduces a little bit of power creep to the best items that are possible. It's going to be a very slow process, across many, many expansions (probably with 4.0.0 doing some of the heavy lifting), but we'll get there.ĭo you feel that the master revamp, fossil crafting and Synthesis crafting introduced more power creep? If so, what are your thoughts on this? The above situation isn't good, and we want to fix it. New crafting systems such as Fossils also reduce the chance that a given rare drop will be an upgrade. In addition, the presence of Shaped/Elder/Fractured rares means that regular rares are even less likely to be game-breaking.
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This results in a situation where many rare items are just left on the ground, because it's very unlikely they'll be an upgrade for an item you currently have equipped. There are so many different item classes and each item class has so many different base types available, only a few of which are useful for your character. What are your thoughts about the current state of dropped rare items, particularly normal ones (i.e. This can create a cycle that is difficult to maintain (both in terms of our own development expectations and the expectations of the players).įor 3.7.0 we are trying to downscope some aspects. So we'll try to scope our leagues carefully to not run into problems with this.ĭoes the team feel required to 1-up in both scope and scale the league before?Įven if we specifically decide not to do this, it often happens organically as the team think of more and cooler things to add to the league. Yes, if we don't have other priorities consuming our time ( see this post). While our current production infrastructure lets us put a lot of content in it, it'll probably be reminiscent of the era of Breach/Essence/Abyss leagues.ĭo you think the current big, complex leagues are sustainable? We have been experimenting with various prototypes and are quite excited about the one we picked for 3.7.0. I like the idea of easy-to-understand, mechanically clean leagues with a lot of meta depth. Will you ever return to making more simple leagues like Breach, Abyss, Domination, Bloodlines and Rampage? If not, why? Delaying a release not only upsets a few million people, but throws our entire schedule out for the year. People take time off work and plan around these release. Why didn't we delay it further? Once we put a countdown timer up and announce a release date, we really want to hit that date. When we announced the date, we were pretty sure we'd be able to finish the league in time. We actually did delay it a week internally, before we announced the date. Why didn't you delay the release of Synthesis? We thought we had enough time to make something of great quality, but were wrong. It was incorrectly scoped during a busy period. We already understand exactly what we did wrong during the league's production. What was the team's takeaway from the community feedback on Synthesis?Īt a low level, there were a lot of individual problems with Synthesis which we read the feedback on, made changes to address, and deployed patches for.
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We understand we can do a better job at making new features more understandable to both new and existing players, and are working hard to improve at this. Having said that, Path of Exile can remain a very hardcore game and still have its accessibility improved. We feel that compromising its depth would do more long-term damage than any short-term benefit we might get in terms of being more approachable to new users. When we look at feedback, we make sure to take into account the experience of the user and the nature of their core problem (rather than just the proposed solution).ĭespite its growth, we want Path of Exile to remain true to its core values. Many questions have been rewritten for reasons that are apparent if you see the original ones.Īs the game becomes bigger and more people with varying views on the game join us, how do you cluster feedback and do you still have a primary target audience? If your question wasn't answered in this post, it may be in the following one. We have answered many of the large questions in this post, and will follow up next week with another set of answers. Last week we asked the community for questions for our developers to answer.
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