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Author Topic: Path of Exile  (Read 4522 times)
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CeeKay
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« on: September 02, 2010, 06:15:59 PM »

a new Action RPG free to play MMO.  it's going to have randomly generated levels and items so it may stay fresh, and I imagine if they have an auction house you'll see a bunch of those items show up from the 'hundreds of thousands of players' they same the game world will support  icon_wink
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« Reply #1 on: September 16, 2010, 01:13:15 AM »

preview from Joystiq.
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« Reply #2 on: November 15, 2010, 10:27:23 PM »

This is sounding better and better (more and more D2-ish anyway):

http://pathofexile.com/news/2010-11-14/dev-diary3
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« Reply #3 on: November 29, 2010, 09:50:36 PM »

Nice article differentiating PoE from a traditional MMORPG.  Essentially it's like a Guild Wars or Diablo 2 setup but it will be offered for free.

I specifically like that they know who they are targetting and have geared development for that specific audience, instead of trying to be all things to all people:

Quote
With Path of Exile, we’ve targeted a specific niche group of gamers who enjoy online action RPGs with dark fantasy art styles. We are members of this gaming subset, and by specifically catering to it we will provide a great gaming experience on an affordable budget. Advertising costs are also substantially cheaper because we know exactly who we’re targeting. These factors mitigate a great deal of the risk in our project. We felt that it was much better to have a 75% shot at making a great online action RPG rather than a 5% shot at making a great MMORPG (for 20 times the budget).

http://pathofexile.com/news/2010-11-29/dev-diary4
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« Reply #4 on: December 21, 2010, 03:13:13 AM »

the Witch.
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« Reply #5 on: December 21, 2010, 06:52:29 PM »

Quote from: CeeKay on December 21, 2010, 03:13:13 AM


Wow, video of the Sorceress looks fantastic!  Oh wait, I meant Witch  icon_twisted

Now I can't wait for this game to come out, but is it just me or does it look like they are infringing on everything from Diablo 2?
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« Reply #6 on: January 11, 2011, 03:55:08 AM »

Neat system for item linking (in forums, etc) to facilitate trading (and bragging).  Wish we had this for D2 back in the day!

http://pathofexile.com/news/2011-01-11/dev-diary-item-linking
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« Reply #7 on: August 12, 2011, 05:03:27 PM »

PoE just went into closed beta and they are slowly trickling out beta keys.  No luck here yet...
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« Reply #8 on: August 13, 2011, 03:16:04 AM »

This looks uninspired. A copy of similar games only with modern graphics.
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« Reply #9 on: August 13, 2011, 03:53:28 AM »

Quote from: Wargus on August 13, 2011, 03:16:04 AM

This looks uninspired. A copy of similar games only with modern graphics.

Really?  Honestly I've played pretty much all of them, and I can't name a single game that has successfully given us all/most of what D2 offered with modern graphics.  And these guys are doing it for FREE (which actually concerns me as I am skeptical of their model).  Every action-RPG (even the best of the bunch like TQ and Torchlight) that's come out since D2 has fell short in one way or another, most of them in providing persistent/closed servers and thus a persistent/closed economy like D2 had.  It still amazes me that no one has been able to do it in over 10 years.
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« Reply #10 on: August 13, 2011, 11:00:51 PM »

Been checking in every few hours to see if my name ever popped up on the beta invite timer.  Of course I never really expected it to, but lo and behold just checked and there it was under "Upcoming Veteran."  Needless to say I am very excited.  Will report feedback if/when I actually get to try it.
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« Reply #11 on: August 14, 2011, 12:44:37 AM »

Quote from: rittchard on August 13, 2011, 11:00:51 PM

Been checking in every few hours to see if my name ever popped up on the beta invite timer.  Of course I never really expected it to, but lo and behold just checked and there it was under "Upcoming Veteran."  Needless to say I am very excited.  Will report feedback if/when I actually get to try it.

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« Reply #12 on: August 14, 2011, 01:00:52 AM »

Quote from: Harkonis on August 14, 2011, 12:44:37 AM

Quote from: rittchard on August 13, 2011, 11:00:51 PM

Been checking in every few hours to see if my name ever popped up on the beta invite timer.  Of course I never really expected it to, but lo and behold just checked and there it was under "Upcoming Veteran."  Needless to say I am very excited.  Will report feedback if/when I actually get to try it.

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Whatever Hark, you got into the SWOTOR beta  icon_wink
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« Reply #13 on: August 14, 2011, 12:52:12 PM »

http://grindinggear.com/poeinventorymockup.jpg

Is this inventory so small all the time or there are ways to somehow extend it? It's really annoying to have tiny inventory in games that have tons of items.
I'm waiting for my key too, but knowing my luck sooner D3 comes out than i will play PoE smile
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« Reply #14 on: August 14, 2011, 04:10:22 PM »

Quote from: USMC Kato on August 14, 2011, 01:00:52 AM

Quote from: Harkonis on August 14, 2011, 12:44:37 AM

Quote from: rittchard on August 13, 2011, 11:00:51 PM

Been checking in every few hours to see if my name ever popped up on the beta invite timer.  Of course I never really expected it to, but lo and behold just checked and there it was under "Upcoming Veteran."  Needless to say I am very excited.  Will report feedback if/when I actually get to try it.

sadface hark

Whatever Hark, you got into the SWOTOR beta  icon_wink

I'd rather be in the beta for a game I WANT to play.  ninja
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« Reply #15 on: August 14, 2011, 08:10:30 PM »

Quote from: Kossak on August 14, 2011, 12:52:12 PM

http://grindinggear.com/poeinventorymockup.jpg

Is this inventory so small all the time or there are ways to somehow extend it? It's really annoying to have tiny inventory in games that have tons of items.
I'm waiting for my key too, but knowing my luck sooner D3 comes out than i will play PoE smile

I think that's pretty much the size of the inventory.  The good news is the stash is pretty huge, with 4 pages of stash.  Obviously it's still early so that is all likely subject to change or perhaps might be something that becomes paid for later, who knows.

Very very early impressions are good.  The most important thing about these games for me is the "feel" of combat since that's 90% of what you'll be doing and this one definitely has the feel correct from what I can tell.  I started with a Ranger since I played so much Amazon in D2, and the arrow feel is very similar/good.  Graphically though it's far advanced and there are cool touches like your arrows being left in bodies and/or tree trunks, etc after being shot.

The skill/upgrade system I am not sure about yet.  You get a skill point upon leveling but it only levels a passive skill, which in turn levels stats.  So for instance I picked increased attack speed and it automatically boosts dec and str or something like that.  Active skills from what I can tell you have to get elsewhere - you get one as a quest reward early on but it's a gem that has to be inserted into another item.  As an example I chose a multi-arrow skill gem.  THe gem slot in the item has to be the right color.  Once inserted you have access to that skill. Also of interest other items seem to be able to modify things further.  For instance I found a quiver that added fire damage.  So now when I right click I shoot 3 arrows but they all have fire damage.  It's kind of an odd system but interesting. 

Still just scratching the surface at the moment.
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« Reply #16 on: August 14, 2011, 08:41:49 PM »

Just a few more notes...

Apparently the skill gems can be drops or quest rewards.  I got a couple dropped as soon as I started playing today.  One was for a corpse explosion (just like the D2 one) so now I can use that as well.  Apparently they are not class specific so that's also interesting.  On top of that you level these up further by usage, and you can always take them out and put them on a new/better item if you desire.  So it looks like you can do all sorts of hybrid type of stuff in terms of regular gameplay.
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« Reply #17 on: August 16, 2011, 06:17:26 PM »

I got asked for some first impressions on The Wanderers board, so I thought I'd cross post them here:

Just briefly... for Diablo 2 fans, this is IT.  This is the game that we wished we had the past 5 years or so while waiting for D3.  Sure it's not perfect but man does it feel good to have an updated graphics engine and new content to play with.  I've only played a few hours but the more I get into it, the more fun things I find in terms of the way classes/characters are built.  The most important thing for me is the "feel" of combat, and thus far with my ranger, it feels very much like the bow-Amazon of old which I played to death.  The other important things is that they are building and supporting a persistent online community which will of course have its own economy, etc - plus sub-communities ("Leagues") like players playing Hardcore (which seems very popular in beta).

The look/feel/combat on the surface is very much D2-ish with quality that is probably better than TQ.  They use a lot of the same/similar sound effects, a waypoint system, limited quests, etc.  One big difference from D2 is the town hub is more like Hellgate in that it is a multi-player instance where you can group up, etc.  I'm not exactly sure how it works but there are always other people roaming around in there.  Once you party up and enter an action instance I assume it's just your party (I haven't grouped yet).

The biggest difference is the class system, and this is where I am not 100% convinced they went the right route, though it may be too soon to tell.  Some people are gonna love it, personally I'm on the fence but perhaps I don't fully understand how the later game will work.  It appears every class can use any active skill and can put passive points into any tree they want.  So unless I'm mistaken you can create essentially the exact same character regardless of what base class you chose at the start.  Active skills are enabled through skill gems that you place into your gear.  There are 3 colors of gems, so your gear has to have the right color to use the skill.  Once the skill is active, it actually levels up with you and can easily be removed and placed in other gear or even sold or traded.  There are apparently (I haven't got any yet) active skill modifiers that you can use to enhance the base skill like adding AOE or knockback.  Every level you get one passive skill point which you can boost a passive like mana or attack speed, and each choice automatically increases base stats like STR or DEX.  The base stats are used for calculations but also for gear requirements.  I really like this system in principle but I'm skepical about the lack of class distinctiveness.  Still I think it's one of those things where I haven't delved in deep enough to understand it.  I believe certain classes will be much more efficient with certain skills, but I don't know how that will work.  On the good side, it's fully possible for me to create interesting hybrids.  For instance my bow user uses multishot and poison arrow as her baseline skills, but I also have an AoE cold spell and cold spear I use for crowd control.

Anyway, still scratching the surface but from what I've seen, this game fills a void that was really left wide open as other Action RPGs went different routes.  And they are doing it for free.  The biggest shame is that the game didn't come out a year or two earlier.  I believe it would have ruled this genre the way LoL is doing.  Now it's got TL2 and of course D3 to contend with.
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« Reply #18 on: August 20, 2011, 10:15:42 PM »

For those that are interested, here's a big post on the things the devs are workng on:

Quote
Our intention with this document is to describe the current state of Path of Exile’s beta version (as of version 0.9.1 in August 2011) and describe how we plan to improve it in the future. You can treat it as documentation of the reasoning behind certain features, and our current thoughts on what we feel is wrong with them or what intended changes we have in the pipeline during beta.
 
We’ve decided to make this public so that we can get feedback from the greater community. Please understand that Path of Exile is an unfinished Closed Beta and that we’re planning to revamp or change most of the game over the next few months. We’re actively seeking feedback, and are keen to experiment to find the right solutions to many issues.
 
The topics are presented in no particular order. For the purpose of scheduling, features are short term (a few weeks, high priority), medium term (a few months, definitely before Open Beta), or long term (perhaps modified late in Closed Beta, or early in Open Beta). Please note that the “short term” does not mean next patch!
 
We will add more information to this document over time. There are plenty of things planned that are not yet represented here, but we’ll try to keep it as up to date and complete as possible.
 
If you have any feedback on the below suggestions, please post in the appropriate forums. We welcome feedback from non-beta-testers also.
 
Current Patch Schedule

 
0.9.1 addressed a number of early balance/stability issues, as well as introducing some new content and the first version of the new user interface (which will change as we improve it!)
 
The second patch, 0.9.2, is delayed until early September because Chris, Jonathan, Erik and Brian will be away at PAX in Seattle. The rest of the team will continue to work on this version, but it won’t be deployable until the leads are back.
 
Act Content
 
Acts one and two are currently enabled in the Beta. Development of Act Three is in progress and will be completed by Open Beta. Act Two is missing most of its quests, and they will be enabled gradually in upcoming patches. We expect to have them all done in the medium term.
 
The quest rewards will be redone. Currently they’re all temporary and relatively simple. We’re going to give away more interesting permanent improvements to characters as well as the obligatory skill gems.
 
User Interface
 
A new user interface was deployed in 0.9.1. Although much nicer than the last, there are plenty of urgent things we are going to fix in the coming weeks. Due to the pressure to get the new UI in for 0.9.1, there are some rough edges that we are improving and will hopefully update soon.
 
At this stage there are no firm plans to support extensive customisation of the user interface. We will add a zoom feature to the passive skill screen in the short-medium term.
 
Passive Skill Respecs
 
Currently there is no way to respec passive skill points on demand. We are periodically resetting them if major balance changes occur, but intend to add actual functionality for this. The current intended plan is that the users accumulate “passive skill refund points” that can be used to refund passive skill points that are not required by other points (i.e. you can’t create unconnected parts of the passive skill tree).
 
These points will be granted from certain quests in each difficulty level (so that the user can easily accumulate a total of 4-6 or so throughout the lifetime of their character), and from a relatively rare currency item that can drop. (Note that “currency item” does not mean it is purchased with real currency. These are a type of tradeable item used as currency in game).
 
The purpose of this system is to allow players to fix mistakes in their build, or to do small-scale respecs. We do not want players to be able to completely respec their entire character easily. The game is designed to be fun to play, so if you want to play a Bow character rather than an Axe character, you’re meant to start a new one. Note that if you are extremely high level and very wealthy in game, it’s possibly worth trading for enough respec currency items to perform the changes rather than play to such a high level with that character again. This is a choice we want the player to have to make.
 
Character Screen
 
The character screen currently misrepresents some information and will be fixed in the short term. When we’re done, we want our character screen to be the best character screen in any action RPG in terms of accuracy and accessibility of information. This is going to take a lot of iteration, but we feel this is a crucial area of the game to get right. This is an area we’re particularly looking for feedback on.
 
The damage estimation fields will estimate damage appropriate for the last monster you fought (currently it’s just for an average monster of your level).
 
It’s worth noting that the layout of the 0.9.1 character screen is temporary and will be changed!
 
Story/Dialogue
 
Little of the eventual dialogue is in-game yet, and none of it is voice acted yet. In the short term we plan to make the start of the game more engaging, so that the player has more direction and understanding of what’s going on.
 
Skills
 
We have 30 or so active skills in so far, and have posted a list of them on the Skills section of the site. Our goal is to get this to over 100 by Open Beta, so expect many of them in subsequent patches. Expect more minion skills, curses, buffs, totems, traps, and heaps of projectile/AoE/melee skills to augment the current selection.
 
We’ll be adding a lot more support gems, including ones that change the behavior of skills in more substantial ways than the current relatively simple ones.
 
Tutorial Elements
 
The beta has pretty much no tutorial (we just drop players in an area full of monsters and let them work out how to play), but that seems to be quite successful so far. It helps that there are plenty of other players for them to talk to in the global chat channel. Having said that, many systems such as the skill gems are extremely complicated and we will need to make substantial improvements to how these are communicated to players.
 
Chat channels
 
We plan to support proper chat channels in the long term. Currently a chat channel for each league (which can be hidden). This clearly will not scale well as the beta ramps in size, so we’re probably going to segregate it based on some combination of Difficulty/Act in the short term.
 
Looting modes
 
Currently looting is FFA. We will enable the short-timer-allocation system described in the infamous developer discussion thread when we get time (probably in the short term) to see how people feel about that type of allocation. We are very serious about sticking to systems close to FFA.
 
Other Leagues
 
We’re experimenting with temporary leagues (there’s one on the weekend of the 19th, and will be more in the future). Other league rulesets like Attrition and Cutthroat will also be tested in the short term (probably when we get back from PAX).
 
PvP
 
PvP is currently not enabled. Many of our PvP plans have been detailed in a recent development diary entry. The first mode that will be enabled (in the short term) is a team based arena mode. Other modes will be added in the medium term. We expect PvP to be quite unbalanced at first, as it has not been extensively tested yet. Our long term goal is to have a very competitive and fair playing field for PvP. We’ll need your feedback to achieve that.
 
Trading
 
There are several steps to getting our planned trading systems in place. The first one (a trade screen, for safety) should be added in the short term. We’re actually not quite ready to talk about the other trading features yet, but they’ll be discussed in good time. It’s pretty obvious they’ll involve the item linking on the website, of course.
 
Vendors/Currency
 
We plan to enable selling items to vendors in the short term.
 
Our current plan is to have it work as follows: Vendors have a set of recipes of currency items that they offer for given combinations of items you put in your side of the trade. Players can try out different combinations of items to see what the vendor offers. If they find an interesting recipe, they can keep it to themselves or share it with other players. Each vendor can have different recipes based on what they specialise in.
 
Some example recipes (these are just made up on the spot, and are not actual ones from the testing copy):
 
hand in two magic (blue) items for an identification scroll
hand in a quality=20 weapon for a whetstone
hand in six rare items for a chaos sphere
bring a specific NPC a magic version of each dagger base type in return for a high-ish level currency item

 
These recipes allow people to offload their junk, upgrade some certain types of existing currency items, and collect sets of arbitrary items to get rewards. It’ll encourage trading (for the missing pieces of sets), and the information disparity will reward players who discover new recipes. We intend to change the recipes available at each NPC over time.
 
Once this is in, we’ll rebalance the currency system to take it into account.

Minimap

We have substantial plans for the minimap, so it offers more contrast against all the different environments we support. We’re going to offer some options to change its size/position also, so that players who don’t want to see through it have some relief. Many people have asked for a mode where it’s in the corner of the screen.
 
Party UI

Party members (and minions) will be shown in the HUD with their health values. We will add this in the short term.
 
Microtransactions

Purchasable microtransactions will be added in the long term – we have to finish the core game first!
 
Character Classes

There is one remaining hybrid character class that has not been announced (Dexterity/Intelligence). It is mostly complete, pending some additional animations and several skills. It will be enabled in the short-medium term.
 
Passive Skill Tree

Although the current passive skill tree layout is a big improvement on the previous ones we had on the Alpha realm, we feel we can improve it substantially and want to iterate further. There will be updates to the tree throughout Beta, including at least one complete revision.
 
We intend to experiment with having each character class start at their own position in the tree (with a complete redesign so that these starting areas are appropriate, of course). This will further reinforce character identity while still allowing players to “splash” off-attribute skills by exploring the tree in that direction. More information on these changes will be made available as make progress on this. This update should be available in the medium term.
 
Zoom

Being able to zoom in and out a bit is frequently requested. It’s easy to enable zoom-in (though of course it gets you closer to art that we have designed to look great at the default distance). Zooming out is more technically challenging because there are performance, art and gameplay consequences. These are being investigated.
 
Class Identity, Attributes and Requirements

Class identity is an area of the game that is of great importance to us currently. We are going to devote serious resources towards making the classes feel more distinct while still encouraging people to experiment with cross-class builds and versatile skill/item choices. The aforementioned change to the passive skill tree (each class starting at a distinct location) will help create a different early-game for each class.

We’re probably going to further differentiate the classes with specific base stats that affect their starting abilities in certain areas. For example, Witches will cast faster than other classes by default.
 
We will probably add properties to attributes (for example, having points in strength directly translate into Life) to reward people for specialising in their character’s core abilities (after all of the changes made to tempt people into building diverse characters).
 
There will be substantial changes to the formula behind the requirements of items. We changed this as recently as a week before Beta, and do intend to fix it up some more. There are currently some bad consequences of the way we calculate it (a Marauder finds it easy to specialise in Dex/Int items but hard to specialise in pure Dex items, for example). We want to encourage a situation where players can build diverse characters if they’re willing to splash in other attributes, but they’d better have a good reason for doing so.
 
Public Parties

We intend to allow players to make their party public so that others can join. Players will be able to search for parties that are appropriate for their level or the boss/quest they’d like to do. This will be added in the medium term.
 
Flasks/Belts

The number of flask slots you have will become dependant on what type of belt you’re wearing. Higher belts will offer more slots. Some belt mods will globally affect your interaction with flasks (for example, faster healing, more healing, etc). This is planned for the short-medium term.
 
Support Gem Balance

Our intention is to rebalance support gems to increase their effect on skills, but also to increase their mana consumption. This means that a similar level of damage output can be obtained using fewer support gems, but players who want to make expensive uberskills (and have a character build with a heap of mana to go with it) can do so. Currently, people just pile on every single support gem at the same time, which we’re not happy with. We want to encourage character build diversity.
 
Combat Synchronisation

There are more fixes planned to improve synchronisation and to detect/recover from out-of-sync situations. It will only improve.
 
Skill/Gem Descriptions

We’re not happy with the state of the active/support skill gem descriptions or skill hover descriptions. They’re confusing and could represent the information in a much clearer way. This is something we’re looking to solve in the short term.
 
Social/Friends/Profile stuff

More social UI features will be enabled in the short-medium term. These include ignore lists, friends lists, player profiles/pvp records, etc.
 
Damage Mitigation (especially Evasion)

Having dexterity completely aligned with evasion isn’t working well at higher levels because players can be instantly killed. We’re going to change how the classes mitigate damage in order to make it fairer. There will still be damage reduction, evasion and energy shield, but we will probably move away from Rangers being 100% evasion, for example. This is a major change, and we’ll try to get it in in the short term.
 
Item Icons/Names

All item icons/names in the game are currently temporary. Correct sequences for these with better art progression will be added in the medium term.
 
Frost Wall

Frost Wall will be changed to have life so that monsters can attack it and so that it isn’t so unfair in PvP.
 
NPC Chat UI

The chat options when talking to NPCs are currently pretty simple and will be updated. There will be voice acting. Shop options will be separated from the chat options. Chat topics will have “new” next to them if you haven’t heard them before.
 
Compare Items

People have requested the ability to compare the hovered item with items in the same slots that you have equipped. We will add this functionality in the short-medium term, so that it compares items if you hold down a certain key. That way it’s available on demand and doesn’t cause UI clutter.
 
Spell Critical Strike Rating

Spell critical strike rating is not as balanced as well as we want and it will get some attention in the short term.
 
Weapon Properties/Implicit Mods

We’re going to make sure that all weapon types feel different in terms of their properties. For example, maces might stun easier. Currently the two handed weapons feel pretty homogeneous. This will change!
 
Weapon Switch

Weapon switch functionality is intended and will be added in the medium term.

Boss Drops

Currently, bosses don’t drop particularly well because it’s too easy to farm them. Once we get something in to make farming a little harder, we can give them really decent drops.
 
Monster Variety

We have plans to improve the variety of monsters in Act One and especially Act Two. Many of them will be given new interesting skills to promote tactical play. In addition, most of the game's boss fights will be made substantially more interesting. These changes should occur in the medium term.

 
Uniques

The unique items currently in the Beta are very temporary and will be removed when we replace them with the correct items in the medium term. Our unique item philosophy is to create useful but not overpowered items that have niche uses that make them appropriate for a specific build. It might be reasonable to expect that a competitive character has a couple of unique items at most (providing essential uncommon mods in the right places), with the rest of their items rare or magic.
 
Quest Rewards

Quest rewards are currently set to just skill gems. We have a pile of interesting quest rewards planned (skill points, partial respec points, permanent stat gain, etc) and will enable these in the short-medium term. When we do, previous quest reward gems will be kept but you will be able to claim the reward of each quest (to get the new reward) again.
 
Custom Mouse Cursor

Short term!
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« Reply #19 on: September 07, 2011, 06:05:20 PM »

Penny Arcade's Tycho showered this with some love (it was at Pax Prime):
http://penny-arcade.com/2011/09/05
Quote from: Tycho
Path of Exile is Diablo; it would be disingenuous to say otherwise.  We may distinguish it from Diablo by saying that it will be Free To Play, has a personal skill tree that resembles an infinite, madman’s version of the Sphere Grid, and item-bound skills that recall the Materia System.

It’s a completely independent labor of love that has already been five years in development; if you think Diablo has gone casual, or watercolor, or any of the other complaints one sometimes sees, I know some people who would love to speak with you.
Actually, it reminds me more of Titan Quest, which I don't consider a bad thing (at least, once Immortal Throne was installed  icon_smile)

Although I question whether there are enough Diablo clone junkies like me for this and Crate's Grim Dawn not to get drowned out by Diablo III and to some extent Torchlight 2.
« Last Edit: September 07, 2011, 06:07:06 PM by Blackjack » Logged

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rittchard
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« Reply #20 on: September 07, 2011, 08:08:04 PM »

Quote from: Blackjack on September 07, 2011, 06:05:20 PM

Although I question whether there are enough Diablo clone junkies like me for this and Crate's Grim Dawn not to get drowned out by Diablo III and to some extent Torchlight 2.

It will certainly be interesting to see if their cost/success model was accurate or not and whether they can carve their own niche in this genre that's finally getting some well-deserved updates.  Free to play gives them an instant advantage over all the others.  The darker theme and closed multiplayer servers set them apart from TL2, and I believe Grim Dawn will also not have the same kind of MP support.  They've got some definite advantages, I just don't know if timing will hurt them (not coming out, say, now or even earlier to build a fan base before D3 starts) and whether their money-making content is going to have the same draw and appeal that a game like LoL does.
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« Reply #21 on: September 07, 2011, 08:31:42 PM »

I really like the storytelling in this one, if the trailer is any indication. The gameplay looks pretty cool as well, actually - That, and the fact that its a free MMO makes it at least something I'll try out.
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« Reply #22 on: February 27, 2012, 10:12:22 PM »

Graphic style is a bit of a letdown but the execution is good imo.  It's fun, the skill system is unique.

fwiw I fired it up last night just to take a peek and went to sleep after 6am  eek
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Harkonis
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« Reply #23 on: July 23, 2012, 07:26:03 PM »

They have patched the heck out of this game and have also revealed the endgame mechanic which I find pretty interesting.

http://www.pathofexile.com/news/dev-diary/
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« Reply #24 on: July 24, 2012, 12:18:53 AM »

I see they will also be having an open public stress test weekend this weekend (July 27-29). 
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« Reply #25 on: March 03, 2013, 01:29:54 AM »

Necro'd (sorta... it's a relatively fresh grave)...

This went open beta in Jan. It's got a decent feel to it, especially for a free game. Graphics style reminds me of Titan quest, mostly due to the slightly 'wet' look they use for moisture, oil, metal, etc. It does look good, especially so given that it's not put out by a major studio.

Did we mention it's free to play? 5G download, so it won't break the bank.

Sign up and start hacking/blasting/piercing/etc.

http://www.pathofexile.com/

Atomic

PS: I believe I read somewhere that they've done their final character wipe at this point.
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rittchard
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« Reply #26 on: October 20, 2013, 10:05:23 PM »

Official 1.0.0 release begins this week 10/23.  If anyone is interested in joining/starting a league, please let me know!  I'm contemplating trying the new Nemesis league (Hardcore).

https://www.pathofexile.com/forum/view-thread/536969
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Razgon
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« Reply #27 on: October 21, 2013, 09:55:49 AM »

Quote from: rittchard on October 20, 2013, 10:05:23 PM

Official 1.0.0 release begins this week 10/23.  If anyone is interested in joining/starting a league, please let me know!  I'm contemplating trying the new Nemesis league (Hardcore).

https://www.pathofexile.com/forum/view-thread/536969

I cant wrap my head around that the latest update is v 0.11f or somesuch, and now its 1.0.0?
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EngineNo9
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« Reply #28 on: October 21, 2013, 07:16:50 PM »

Quote from: Razgon on October 21, 2013, 09:55:49 AM

Quote from: rittchard on October 20, 2013, 10:05:23 PM

Official 1.0.0 release begins this week 10/23.  If anyone is interested in joining/starting a league, please let me know!  I'm contemplating trying the new Nemesis league (Hardcore).

https://www.pathofexile.com/forum/view-thread/536969

I cant wrap my head around that the latest update is v 0.11f or somesuch, and now its 1.0.0?

Well, you have to realize that in general release numbers are just arbitrary anyway.  Tongue 
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« Reply #29 on: October 21, 2013, 09:03:21 PM »

Typically I'm not much interested in MMO's that are so equipment/item focused, but I'm curious about this one. My son was in the beta and it looked like a decent RPG. I'm going to be watching for impressions here.
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« Reply #30 on: October 21, 2013, 11:23:35 PM »

Quote from: kronovan on October 21, 2013, 09:03:21 PM

Typically I'm not much interested in MMO's that are so equipment/item focused, but I'm curious about this one. My son was in the beta and it looked like a decent RPG. I'm going to be watching for impressions here.

FWIW, this game is more of a Diablo 2 clone than a traditional MMO.  So while it is certainly item focused, it's a very different animal than a WoW-clone.  There is much more emphasis on character builds and customization, and since the actual content is instanced like D2 or Guild Wars, you can choose your level of interaction with the outside populace and economy. 

My only problem with the game was there was something just not quite clicking (pun intended) in terms of the action feel relative to say, Diablo 3.  The customization was outstanding even in the early beta phases I participated in.  I would have loved a mash of D3's feel with PoE's customization, but what can ya do!
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« Reply #31 on: October 23, 2013, 02:52:32 AM »

I played this quite a bit, probably 70 or 80 hours, up until the patch that added the frost shield, forget which one that was. The game isn't for the faint of heart as the learning curve is pretty steep. The passive skill tree is HUGE with umpteen options and absolutely allows the player to design completely crap characters. The meta game is extremely deep with reforging equipment slots and various gems and abilities and the combat can be rough right out the gate. Most bosses and even some mini-bosses can kill your character in a single round, you basically have to be on your game if not 110% then 104% pretty much all the time (unless you don't mind the occasional death). That being said the game is a decent Diablo 2 clone and fun ARPG.
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« Reply #32 on: October 23, 2013, 05:12:11 PM »

after seeing this thread pop up again and the page on Steam started highlighting it, I took a look.  sounds like what we wanted out of D3 instead of what Blizz gave us. 
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« Reply #33 on: October 23, 2013, 10:47:38 PM »

Quote from: Abaddon on October 23, 2013, 02:52:32 AM

The game isn't for the faint of heart as the learning curve is pretty steep. The passive skill tree is HUGE with umpteen options and absolutely allows the player to design completely crap characters.
IN! I was hesitant about this MMO, but I think your comments just sold me on it.   slywink
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skystride
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« Reply #34 on: October 24, 2013, 03:09:09 PM »

Is there re-spec if you screw up and design a crap character?
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Abaddon
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« Reply #35 on: October 24, 2013, 03:34:29 PM »

Quote from: skystride on October 24, 2013, 03:09:09 PM

Is there re-spec if you screw up and design a crap character?
You can earn 2 respec points per act per difficulty so basically 18 points if you play through all 3 acts 3 times. There are also items that drop in the game that give a respec point but they are fairly rare and tend to only drop in the higher difficulties. So yes you can respec but not even close to a full one. I think most folks experiment with "throw away" characters rolling and re-rolling until they settle on a build.
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« Reply #36 on: October 24, 2013, 08:45:13 PM »

This is such a great game - everyone should download it right now. I really wish it was available for my PS3 though.
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« Reply #37 on: October 28, 2013, 12:18:55 AM »

My mind was blown when I saw the passive skill tree for the first time.  At first glance it seemed to have some good depth, and then I zoomed out.  That is the mother of all skill trees.  It was actually too much for me to look at for more than a few seconds, like I was trying to stare at the sun.     
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Abaddon
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« Reply #38 on: October 28, 2013, 04:08:00 AM »

Quote
My mind was blown when I saw the passive skill tree for the first time.  At first glance it seemed to have some good depth, and then I zoomed out.  That is the mother of all skill trees.  It was actually too much for me to look at for more than a few seconds, like I was trying to stare at the sun.
Unfortunately most of it is rather useless. I would say 70% of the nodes are simply there as filler or even minor barriers on the way to the one or two keystone nodes (big golden circle) or on your way to grabbing as many health or Energy Shield nodes as you can squeeze out of your skill points.

General consensus is Normal Difficulty you can pretty much face roll with any build i.e. you won't realize how screwed your character is, midway through 2nd tier, cruel, you will start to have that uneasy feeling that your going to need a lot of respec points and after act I merciless if you haven't followed the prescribed "rules" of character building it's time to start a new character. If you play HC it's locked down even tighter.

There are all these awesome DPS nodes for magic, ranged weapons, all the variations on melee, both 1 and 2 handed, tons of extra Crit chance or Crit damage, increased stun, increased knock back, higher proc rates so on and so on but essentially you want 95% survivability (health, Energy Shield, Resists, Chaos Inoculation) and defensive utility (lower stun chance, lower freeze chance, life leech etc.) and 5% of some of the other cool stuff.

As I mentioned earlier bosses in this game are reportedly ridiculously hard, the dev's recently made them harder and are planning a global nerf that will, by all accounts, strip away the one tried and true method to deal with the end game bosses.

This was one of my gripes with the game during the months that I played in beta, although to be fair the game does serve a niche, I'm just not sure I'm in that niche any longer. icon_razz If you played enough Diablo II you probably remember the encounters where you stepped on the screen and immediately died from the boss/pack of mobs you can't even see yet with the insane elemental pulsing aura, or the Act III Hell difficulty encounters that made you want to scream in frustration. Path of Exile, while not quite as bad as that, is an homage to those "good o'l days".  icon_twisted
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Blackjack
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« Reply #39 on: October 28, 2013, 03:41:56 PM »

A Steam bud recommended this to me, and I put in about 11 hours or so over the weekend. Great stuff, even if it took a long time to grasp the differences (never has an identity scroll been so popular  icon_smile; the passives tree, gems for skills, no gold, etc.) and a lot of questions that were generally answered promptly and even nicely in general chat.

I toggle general chat on and off because sometimes it's fun and useful, and other times people in there sound like they should be locked up in prison, but to say that would be an insult to prisons. Some of the garbage talk is so nasty I can't even grasp that human beings talk like that. Though hey, that's the Internet in a nutshell, right? icon_razz In co-op, everyone has seemed OK or mute, which is fine.

My custom build is pretty simple so far -- just a 2 hand sword and shield/sword guy with a few goofy gem skills for flavor and handling large groups. Putting a lot of points into armor, health and shield blocking etc.

I love the shield stuff but wish the shield charge was faster (more like Diablo 2's paladin, or the shield charging in Titan Quest or even Marvel Heroes' Captain America) -- here it's more this lumbering charge with a nice damage hit at the end.

If there's any interest in a GamingTrend guild in this, maybe we can get one going?
(or maybe we have one already?). I've done a bit of co-op and it's been fun though as in D3, everyone seems in a frantic hurry or they just want to group for a particular boss and then *boom* everyone disappears.

Also gets a little confusing cause sometimes if I exit an MP game and restart solo, the zone seems to still be in MP mode (so you see equipment all over the ground, and no enemies). Usually it clears up next time I login, if I wait a while.

Although Path of Exil's already spectacularly gory and gruesome, more so than anything since Age of Conan imho, I might have to try the f2p store gizmo that adds even more gore effects to a weapon.  icon_twisted
« Last Edit: October 28, 2013, 03:49:30 PM by Blackjack » Logged

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-Gauntlet (4 player co-op dungeon arcade brawling)
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