Path of Exile Questions Thread - May 04, 2019 |
- Questions Thread - May 04, 2019
- When I reach Oriath, each league
- My biggest trade yet :D
- Minion AI improvements should not be on items.
- The state of user experience and user interfaces in Path of Exile
- When a map or nexus node has a nemesis mod
- New player told me about this bug in game
- Delve mine at its finest
- FINALLY my first Altar Of Corruption in Synthesis, so happy ;D
- Hydra - Less than 1 Second - Flicker Strike
- Currency Bots have fixed a problem GGG either is ignoring, or don't care.
- [Guide] How to trade faster.
- I'm grateful GGG doesn't ignore tough questions.
- The combat feels clunky, does it get any better later on?
- Reason for minions not being aggressive?
- Wanted Players! Astroglide Fun League Starting today!
- Moving from PS4 to PC: worth it?
- So i heard Melee is gonna get buffed next patch...
- Fated Connections Podcast feat. DonTheCrown and mbXtreme in a couple minutes
- 450 T12 Maps, Alch+Go Vs Sextants, and 194 Synthesis Bosses Data Overview
- Double path on a reward memory? Is this a bug?
- I created a non-trickster body armour... Corpse Shroud Astral Plate.
Questions Thread - May 04, 2019 Posted: 03 May 2019 05:07 PM PDT Questions Thread - May 04, 2019 This is a general question thread on May 04, 2019. You can find the previous threads here. Remember to check the Wiki first. You can also ask questions in the #any-question channel in our official Discord. The idea is for anyone to be able to ask anything related to PoE:
No question is too big or too small! We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best. [link] [comments] | ||
When I reach Oriath, each league Posted: 04 May 2019 08:57 AM PDT
| ||
Posted: 04 May 2019 04:48 AM PDT
| ||
Minion AI improvements should not be on items. Posted: 04 May 2019 09:29 AM PDT In a frontpage thread I saw people suggesting to change violent dead (the zombie threshold jewel) to make zombies aggressive. Am I the only one who thinks it's very silly ? If minion AI improvements can be implemented, they should be, and shouldn't be limited to certain items. To a degree, it's like an item that would increase your fps. The game should function properly and not clunkily regardless of your items. It's so obvious (to me at least) that it feels weird saying that. And if removing the clunkiness of minions makes them OP, then nerf them accordingly. TLDR; "Minions AI" is not and should not be a stat wtf [link] [comments] | ||
The state of user experience and user interfaces in Path of Exile Posted: 04 May 2019 01:07 AM PDT Hey guys, I'll start off with a few questions:
These are just a few UI/UX issues I could come up with when I think of path of exile. Closely following the development of path of exile in the recent years, I have come to the conclusion that GGG is not well-versed in the realm of UI/UX. Some of these mistakes are made repeatedly over several league mechanics, different boss encounters etc. Of course I don't want to reduce their revenue and tell them to hire another person... but if their vision is to have players play this game for several years to come I think they really need to work on these aspects. Not right now, but surely before the 4.0 expansion. Alternatively, they could hire someone who focuses on these issues. I am sure they can offer enough work-load to justify hiring a specialized UI/UX employee. The minimap revamp (awesome GGG!)I'll start off with a quick section about something positive (and relatively recent) related to UI/UX that has completely changed how I play path of exile: The new minimap is awesome. Checkout this old official announcement which highlights the old vs new minimap. The new minimap allows me to have so much more fun when mapping. I am always able to clearly see which areas in a map I have already explored and which areas are unexplored and thus possibly contain paths or connections to other areas. Before this minimap revamp you were only able to see edges and obstacles. In a completely empty open space it would not be possible to see if you have explored a certain area already or not. The new minimap has these blue-ish border lines to let you know how far you have explored even open spaces. You are now easily able to clear every map until there are less than 50 monsters remaining. This was not the case for the majority of path of exile's life time. New player experienceThe official website, the face of your game is an outdated mess. This probably turns off quite a few new players from jumping into the game, which possibly causes a loss in revenue. It's cool that, by word of mouth/reddit/other sites, new players checkout your game. But I don't think you should completely rely on these resources to cover the very basics/core aspects of your game. It's okay to have players checkout the community wiki for very detailed stuff. However, the website severely lacks information about the core game mechanics:
For reference, this is the current Game dropdown on the official site: https://imgur.com/Y1io3D9 There is already an ingame help section for mapping. You could just copy paste its contents into a new subpage on your website. Betrayal and delve do not have an explanation whatsoever, ingame and on the website (outside of their respective league announcements). In my opinion these need to be added to the website and the ingame help, with a few short video clips explaining how you interact with these systems. Engaging with masters while mappingCan we please stop the full screen popups/modal screens for master interactions? When engaging with the current UI you will be in danger of dying. There are betrayal intervention encounters that appear out of nowhere while are still engaged in completing the current betrayal fortification interrogations/executions. There are monsters that can hit you with projectiles outside your screen. There are totems which can detonate corpses and be hidden behind your health/mana globe. Brainstorming: Add a betrayal board scaling factor. Remove the betrayal board background and make it see-through (translucent), you'd possibly need to add outlines to the whole UI so that players can see the stuff clearly in different dark/light/colored background scenarios. Buffs and debuffsI don't have a clearcut / solid solution to tackle all problems related to buffs and debuffs, but I'll just brainstorm a bit: Bleeds are visible on your character, but this can be hard to see during battle, especially in combination with skills and MTX. Maybe make bleeds and ignites show up as an effect on your character's health globe. Preferably with a black outline so it's visible no matter if you are playing in a dark or light environment. Quick ignite mockup here. Also tracking your current stacks of Blade Vortex / Divine Ire / Blade Flurry / Winter Orb is hard. Hotkey management for flasksSome lot of players are using macros to activate multiple flasks at the same time. GGG has mentioned this is against their ToS, although the chance to be banned (unless you are advertising it, streaming, etc.) should be unlikely. As far as I know you can setup buttons to activate multiple flasks in the chinese version of path of exile. Do western path of exile players really have to manage 5 flasks individually? Why can't we just have the possibility to use shared hotkeys for our individual flask slots? Number of skills in the skill barA lot of players have demanded more slots for skills in the action bar. Summoners especially are starved for skill hotkeys. And to my knowledge GGG has hesitated because they run out of default hotkeys? I think this issue can be solved by simply condensing other related menus, which currently have their own hotkey, into a dedicated menu. E.g. combine Monster abilitiesBetrayal launch used to be disastrous in this area. Players were dying instantly amidst a mass of different visual effects were some were deadly and others were not dangerous at all, but still overshadowed deadly effects. Players were dying left and right until some (especially in hardcore) decided to no longer interact with the league mechanic at all. Quite a few monsters have deadly abilities that perfectly blend in with their environment. Off the top of my head two examples: First, some of the delve spiders can oneshot players and the corresponding ability is also blue and can barely be told apart from the rest of the delve environment. Second, the mastermind boss encounter. It's set in a darkish / green environment. Some of the boss abilities and ground effects are barely noticeable. There could be other or better examples. This is what I could think of and I still think it's an important factor for the future design of boss encounters and monster abilities. Some of these issues have since been (yay!) resolved via post league patches, especially everything betrayal-related. Stash tab navigationThe current stash tab navigation is simply inefficient. You can only see a maximum of 10 stash tab labels, which is honestly not enough. There are already 6 different stash tabs that only store specific items. There could be two rows of 10 stash tab labels. I'm sure it's possible to come up with a solution that is most convenient for their current implementation. Just keep in mind that adding new hotkeys to scroll through stash tab labels could conflict with new hotkeys for additional skill icons. DiscussionNow back to you, what are other concerns in the realm of UI/UX that you personally have encountered while playing path of exile? I'm especially interested in our fellow XBOX and PS4 players and their experience (outside of game performance issues please). TLDRPath of exile's 3.8 league will be a UI/UX focused league. It will be called path of exile: material. Careful edgelords, all the edges will removed from the game and replaced by round corners. /s (just in case). [link] [comments] | ||
When a map or nexus node has a nemesis mod Posted: 04 May 2019 06:05 AM PDT
| ||
New player told me about this bug in game Posted: 04 May 2019 03:36 AM PDT
| ||
Posted: 04 May 2019 06:25 AM PDT
| ||
FINALLY my first Altar Of Corruption in Synthesis, so happy ;D Posted: 04 May 2019 10:02 AM PDT
| ||
Hydra - Less than 1 Second - Flicker Strike Posted: 04 May 2019 09:06 AM PDT
| ||
Currency Bots have fixed a problem GGG either is ignoring, or don't care. Posted: 03 May 2019 06:21 PM PDT Trading currency is currently dominated by bots. Its not hard to find them every league if you are active in currency trades. I've reported many and they seem to barely ever get affected and known bots rarely seem to get banned. It's fairly easy to tell who the currency bot vs human trader is. Main thing is they always load up the trade screen much faster than humanly possible. There are other little things that give them away, patterns they exhibit and so on. Flipping currency is very lucrative because of how bad the system is. I commonly can make over a hundred ex in flipping in my first week if I focus on it with 4 or 5 hrs a day. The bots are 10x more efficient than any non bot for flipping. Not to mention there is a good chance many of them are feeding rmt sites. In a way I hate to point out how bad the currency bots have gotten, because for most people in the game they are a life saver. The only people directly suffering from them are the non bot currency flippers. They are a fix for a broken system. Part of me wants the bots addressed to lessen my competition. But the bigger part of me wants the trading of currency to be streamlined even if it means I lose my most lucrative method of making currency. If you feel I'm wrong, feel free to downvote but please post why you feel I'm wrong. Edit: The problem isn't fixed, but the Bots are acting as a pseudo fix currently. [link] [comments] | ||
Posted: 04 May 2019 10:17 AM PDT A lot of debate has been going on about trade lately, so I'm here to give some tips on how to spend less time trading and more time playing the game. General tips
Maps
Currency
Jewels
That's most of the tips I have, and I have never had too many issues with trading. If anyone has any other ideas, I'll add them to this list. [link] [comments] | ||
I'm grateful GGG doesn't ignore tough questions. Posted: 03 May 2019 09:56 PM PDT Two devs will forever be the best in my mind in the last decade of gaming for me -- the Warframe devs and GGG. I really, really appreciate how candid GGG is with their perspectives. I also appreciate how willing they've been to say over the years, "Hey, we missed it, and we're sorry." as seen in Chris's most recent post. The recent Q&A brought a lot of additional frustrations related to Syndicate progress, Trade, and Player Agency. I've played the game since Closed Beta Vanilla, and I feel the same on these issues as much of the community. It was really encouraging to get on reddit tonight to see the GGG red tracker on each of these posts. I appreciate you Bex, and I'm glad that GGG values the relationship with the community. I know we can be like a crazy overly attached boyfriend/girlfriend, but I hope you know it's just because we love this game so very much. I felt the need to post this after seeing a certain other major AAA game's failure, and how the community engagement has completely evaporated in the face of really damning issues. Thanks GGG. I plan to play this game forever, but even if I don't, I'll always appreciate the effort you've put in to being accessible. Edit: This post blew up -- I'm willing to accept that I'm biased. I am -- I've played this game for years, invested thousands, and it's brought together a lot of new friends. On the same token, some of you are living on another planet in terms of your expectations of this company. Have any of you spent a day on the Anthem subreddit? Ever played WoW? There are leaps and bounds of differences between how GGG chooses to interact with this community compared to those companies, especially as a free-to-play game. GGG can absolutely do better just like everyone else, but some of you are straight up toxic. [link] [comments] | ||
The combat feels clunky, does it get any better later on? Posted: 03 May 2019 08:34 PM PDT I'm only a few hours into the game and the combat feels very clunky and stiff. I've heard great things about this game but so far the only turn off is the combat thus far. Does it get any better? Edit: i just want to thank everyone who commented and gave me a lot of helpful tips and information. This community seems insanely awesome so far, I'll definitely give POE a fair shot! [link] [comments] | ||
Reason for minions not being aggressive? Posted: 04 May 2019 04:19 AM PDT It's my biggest reason I don't love minion builds in this game. I've tried the golem build and while I love them being aggressive I don't enjoy the rest of the build. Why aren't spectres and the rest of them also aggressive. Seems to make the gameplay so much smoother rather than me having to direct everything. Is there some reason that I don't quite get? [link] [comments] | ||
Wanted Players! Astroglide Fun League Starting today! Posted: 04 May 2019 05:43 AM PDT I was inspired to try the no-lube league and I love how brutally hard it is, but it might also be that tiny bit harder than I like or my friends with potato connections are trying to play on. I miss vendor recipes! :D That inspired me to try a slightly easier version of that league for those still learning the ropes but wanting more challenge too. So I present to you, the Astroglide SSFSC fun league. All mods, no yellow or blue drops, vending & stash allowed. An open private league you can practice for league starts or hardcore mode that also has a much more punishing monster universe. Also as this is meant to be a short term practice type run no Synthesis, (Sorry Cavas) SSF but SOFTCORE so you can die. No yellows or blues will drop so you need to learn and focus on your vendor recipes and watch for great bases. You *can* stash, (mule gems) and vendor however which is a significant difference from the no lube league. But like no lube, you START with -40% resistances and the monsters are all jacked up on redbull so good luck on Hillock melee. And those fire guys on the coast...you will die. No pot to win just a fun 10 days to try a harder, less Cavas run at the game. Thought I'd put this out there to see if anyone else was into doing this until Flashback comes out so here's the link to join and crowdfund. Only need 20 coins a person to add anyone interested. Donate what you will if you want to join. Set it to start at approx 2pm EST today or whenever have enough funds. Join GLOBAL 690 for league chat! :) Link to join is below: https://www.pathofexile.com/private-leagues/league/AstroGlide+SSFSC+Almost+All+Mods [link] [comments] | ||
Moving from PS4 to PC: worth it? Posted: 04 May 2019 09:13 AM PDT Hello exiles, I started playing the game a month ago on PS4 and have been having a blast. I just reached T8 maps with my Caustic Arrow and so far so good. I have had some lag spikes and quite a few crashes in Delve, but overall the experience has been decent. My main problem with playing in PS4 however, is how empty it feels. There is no way to play on a group and the trade market is just absurd. When I played FFXIV I loved crafting, selling and buying. Here however, the PS4 search functionality is just bad and not many players use external websites, which makes sense because it's more of a hassle when you play on a console to do that in your PC or phone. Apart from the trade market, there is no builtin to party up with other players, which adds up to my main issue. Therefore I wanted to ask players who have played both on PC and PS4, is it worth moving to PC? I usually play console only because I play after work and I prefer to play in the sofa, already too much time in a desk at work. However, I am considering moving to PC because judging by this reddit it looks like there is a lot of activity. About partying up, is there a bultin way to do so in PC? If yes, how does looting work, is it shared or each player sees only theirs? And about performance, although for me it's been decent it started being a bit worse on yellow maps, so I am a bit worried about red maps. Is performance in PC good? Thank you! [link] [comments] | ||
So i heard Melee is gonna get buffed next patch... Posted: 04 May 2019 01:21 PM PDT | ||
Fated Connections Podcast feat. DonTheCrown and mbXtreme in a couple minutes Posted: 04 May 2019 09:14 AM PDT Hello everyone... dropped the ball on advertising this episode early so just throwing this on here for everyone who wants to join in... Fated Connections is a Path of Exile Community Podcast brought to you by BalorMage and CatmasterOP and tonight we will be joined by DonTheCrown and mbXtreme. We shall be discussing the state of Synthesis at launch versus the state right now, racing and currency generating strats for the upcoming Flashback and of course we will be touching upon a lot of topics the Poe-Community is currently occupied with. Come have a coffee, stay a while and listen at twitch.tv/catmasterOP. This will be online on Youtube 24hours later and I am currently looking into making the episodes available for audio listening again (dropped the ball on that as well a couple months ago). Thanks for your attention, have a great day and drops! [link] [comments] | ||
450 T12 Maps, Alch+Go Vs Sextants, and 194 Synthesis Bosses Data Overview Posted: 03 May 2019 02:05 PM PDT
| ||
Double path on a reward memory? Is this a bug? Posted: 04 May 2019 12:37 PM PDT
| ||
I created a non-trickster body armour... Corpse Shroud Astral Plate. Posted: 04 May 2019 01:53 PM PDT
|
You are subscribed to email updates from Path of Exile. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment