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Topic: Path of Exile (Read 461430 times)
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Cadaverine
Terracotta Army
Posts: 1655
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What the hell. I'll take one, if you have an extra. Alrighty, I'll IM you with the key later tonight when I get home from work.
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Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.
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FieryBalrog
Terracotta Army
Posts: 205
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This game is pretty meh. Back to TL2/D3 for me.
Commendable effort for a small team from New Zealand, but effort just gets you an E.
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taolurker
Terracotta Army
Posts: 1460
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I think this game is more than passable at what is still a beta stage, and their use of the free to play model still hasn't been finalized yet (but already seems to be working). I actually see lots of promise for what this game will eventually deliver. The Radicalthon I was doing got delayed because of TERA and Diablo, plus I have been enjoying teaming (with an old D2 friend), and this is the game I like the most plus is least painful to my finances.
I admit though, sharing items between characters and having larger groups makes this very playable for me (and some friends). I do intend to go back to that Radicalthon playthrough on Hardcore soon, but avoiding dying will be tough. It's why I like this game, it feels just hard enough to be fun, plus appeals to my clicky combat itch with item Tetris. I'll probably wait for price drops on Diablo and play this.
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I used to write for extinct gaming sites details available here (unused blog about page)
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taolurker
Terracotta Army
Posts: 1460
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Public Stress test weekend this coming weekend, May 11-13. I'd recommend anyone who was vaguely interested in this, but not yet in beta as a supporter or someone's invite give this a try. I play very infrequently, and think it's definitely something worth trying at least once (plus helping them test their servers).
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I used to write for extinct gaming sites details available here (unused blog about page)
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ezrast
Terracotta Army
Posts: 2125
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Posting just to say that you should listen to this man.
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Lucas
Terracotta Army
Posts: 3298
Further proof that Italians have suspect taste in games.
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I applied for the beta but I'm still waiting for an invite; although I'll have a busy weekend, I'm sure I'll manage to sneak in some game time :)
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" He's so impatient, it's like watching a teenager fuck a glorious older woman." - Ironwood on J.J. Abrams
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taolurker
Terracotta Army
Posts: 1460
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There's also going to be a patch (and wipe to Legacy) tomorrow, and the new class (Shadow) will be playable this weekend. Link to Patch notes
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I used to write for extinct gaming sites details available here (unused blog about page)
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Phred
Terracotta Army
Posts: 2025
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There's also going to be a patch (and wipe to Legacy) tomorrow, and the new class (Shadow) will be playable this weekend. Link to Patch notesIn addition this weekend is another free stress test. Open to anyone.
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Quinton
Terracotta Army
Posts: 3332
is saving up his raid points for a fancy board title
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Awesome. Corner Minimap and More Monster AI were at the top of my PoE wishlist!
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ezrast
Terracotta Army
Posts: 2125
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Wow, the new difficulty. I pretty much had the face all through the Cavern of Anger on Merciless. Protip, don't Flicker into a pack of 8 of the new exploding minions.
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Mrbloodworth
Terracotta Army
Posts: 15148
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I'm excited to try this new stuff, some really really good changes and I always love more bosses. I thought the Prison (Act 1?) was lacking them.
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Lucas
Terracotta Army
Posts: 3298
Further proof that Italians have suspect taste in games.
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" He's so impatient, it's like watching a teenager fuck a glorious older woman." - Ironwood on J.J. Abrams
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Mrbloodworth
Terracotta Army
Posts: 15148
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« Last Edit: May 17, 2012, 11:14:34 AM by Mrbloodworth »
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Seraphim
Terracotta Army
Posts: 95
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If anyone is looking for a Beta access key I happen to have one to spare, just drop me a pm. Edit: both keys gone.And in other news it looks like the new patch is due next week and the Open Beta we're waiting for won't be arriving in June as they've hinted at.
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« Last Edit: November 18, 2012, 04:38:20 AM by Seraphim »
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Mrbloodworth
Terracotta Army
Posts: 15148
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Another patch went out: Version 0.9.10 Notes:
We've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.
Features:
In multiplayer instances, certain items (magic, rare, unique, currency and gems) are now allocated to a random nearby player for a short duration, during which time only that player may pick them up. This duration is increased by the time it would take the player to run to the item. Note that the allocation time is short enough that players must still pay close attention to what items drop in combat and to pick them up immediately if they want them. You can now make your party public by giving it a name on the party screen. Players can browse public parties associated with a town by clicking the new Noticeboard in town or by using the social screen. For example, if you need help with Merveil, you might name your party "Help with Merveil". Players then see it on the list and join it to help you out. You can make it private again or rename it if your situation changes. When hovering over an item, your equipped item in that slot is now shown for comparison alongside it while you hold the Alt key. Increased stereo separation of sound effects. Sand Spitters that deal elemental damage now fire projectiles with the appropriate elemental effects. This may also result in your effects sound settings being a little too loud - adjust them on the options screen if needed. Our new default setting is 50% volume for sound effects. Added /squelch and /unsquelch commands as synonyms for /ignore and /unignore. Path of Exile has now been tested and found to work on Windows 8. If you have any problems with the game in this operating system, please let us know. Updated the icon of the client to a more readable one.
Content:
Added five new player-designed Unique items. Added a new item progression for Life, Mana and Hybrid flasks. Fire Hellions in the Rocky Climb and Prisoner's Gate now drop a patch of ground fire when they die. Zombies in the Coves now drop a patch of tar when they die. Running through it slows you down. Some Scavengers now have fire torches that they can throw at you once for increased damage. Improved the 3d art for many of the boots in the game. Updated the blood and critical strike effects on most monsters. Made the Fetid Pool somewhat more fetid. Ghosts that wield wands or bows now have ghostly weapons. Continued to incrementally improve the art, effects, environments and sound.
General Balance Changes:
The challenge of later game areas (both monster life and damage) has been increased, and the first difficulty reduced slightly. Decreased the rate of encountering rare monster packs in the first act of the first difficulty. Monster pack sizes have been re-evaluated, with packs in the second act receiving a lot of changes. Monster pack sizes now increase as the player progresses through difficulty levels again. Rare/magic monsters with a lot of life (like Moss Monsters and Beasts) now have far less chance to receive mods that make them nearly impossible to kill. Quivers can now be purchased from NPCs. Elemental damage mods have been reduced by 20%. Damage of two-handed melee weapons has been increased by 10%. Reduced the life of player Totems. Fire Trap: Added a 5% critical strike chance. Increased its mana cost. Increased its damage progression over levels. Bear Trap: Added a 5% critical strike chance. Increased its mana cost. Increased the effect that support gems have on this skill. Reduced damage at lower levels but increased it at higher levels. Decoy Totem: Increased mana cost. Shockwave Totem: Removed its critical strike chance. Reduced its radius of effect, damage, cast speed and frequency of pulses. Increased its mana cost. Sweep: Removed knockback distance increase. Changed quality bonus to attack speed. Knockback support gem: Changed quality bonus to additional knockback chance. Shield Charge: removed increase to knockback distance based on charge distance. There's now a limit of 3 traps, 5 mines and 1 totem by default, regardless of which skill it is. Previously the skills varied in maximum, which caused unexpected results. Moved defensive passives around to allow an evasion-only path through the tree, for Acrobatics characters. Passive skills for increasing your maximum number of totems have been added. Improved passive skills that increase the area of effect of auras. Increased the damage of Shield Crabs and the Sea Witch wave attack.
Specific Monster Balance Changes:
Reduced damage of Flicker Strike when used by monsters. Reduced damage of Spark when used by Goat Shamans and Amarissa, Daughter of Merveil. Reduced damage of Cold Snap when used by monsters. Reduced Chatters' chill duration and damage a little. Merveil's Attendants now inflict the Temporal Chains curse when they hit. Life leech on monsters has been reduced significantly. Increased the damage of small apes. Increased the damage of minor bandit bosses. Reduced the damage of skeleton bosses. Increased the movement speed of Fidelitas, the Mourning. The Burning Menace now deals more damage and has more life. He now drops ground fire on death.
Bug Fixes:
Fixed a bug where the client would display an infinite loading screen if you joined an instance where a player on your friends list was currently located, if you had just been in a party with them. Fixed a bug where a portal would not update its description when the owner recast it from another area. Fixed two problems that prevented Whirling Blades from hitting its targets correctly. Items now always hit the ground when dropped by player death in Cut-throat leagues, rather than being occasionally deleted due to lack of room. The same is now also true for items dropped from chests. The limits on minions, traps and totems now come from the player's limits. This means you can't violate your maximum number of these by summoning them through traps. Fixed the ability for traps to trigger on friendly NPCs. Fixed a client crash that could occur when using Lightning Strike while standing on a patch of fire. Fixed a bug with the diminishing returns calculation of Increased Item Quantity and Increased Item Rarity so that they are now additive with the player bonus rather than the monster bonus. The damage reduction estimation for level 60 onwards is now done using Maelstrom of Chaos monsters rather than the normal progression. Finally fixed the exploding Spawns that could generate as magic or rare. Fixed some problems with shields having the wrong graphics. Fixed a bug with the damage dealt by Ice Nova while in trap form. Fixed a server crash that could occur if a monster used Lightning Strike on a target that had damage reflection such as Tempest Shield. Fixed a rare bug that would cause you to take damage from Puncture indefinitely until you left the instance. Changed how the minimap works so that less memory fragmentation problems occur. Prevented some stuttering when items were seen for the first time in a session. Fixed a bug where the game has trouble running from a directory that contains non-English characters. Fixed a bug that could cause the patcher to misreport the size of the data to download. Fixed all bugs where summoned monsters could yield experience. Fixed a bug where being punctured multiple times would cause incorrect behaviour. Totems using percentage reserve skills with blood magic now correctly base the cost as a percentage of their life rather than yours. When a player dies in a hardcore league, they no longer have an invalid portal open. Removed sunbeams from the church ruin, now that it's raining there.
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Phred
Terracotta Army
Posts: 2025
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As huge a fan of this game as I was a few months ago, now it seems to me the devs are as intent on patching out the fun as Blizzard. Bleh.
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Mrbloodworth
Terracotta Army
Posts: 15148
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Path of Exile - End-Game Maps In the upcoming 0.9.11 patch, we’re revamping Path of Exile’s end-game to introduce a new system known as Maps. Players in high level areas can find Map items that allow them to travel to random end-game areas featuring bosses, awesome equipment and more Maps.
Maps can drop as normal, magic, rare or unique with higher rarity Maps yielding more items. Using a Map item opens six portals to the area, which can each only be used once. Like most other items in Path of Exile, Maps have mods that change their risks and rewards. Map mods can affect the size or complexity of the level, monster packs, monster properties or even alter characters while in the level. Players can modify Maps themselves using their currency items. For example, you can use an Orb of Transmutation to turn a normal Map into a magic Map, or use an Orb of Alteration to reroll its mods.
We’re sure the result is a highly replayable, challenging and varied end-game that will make Path of Exile fun for a long time to come. This development diary describes the design process of this system and how it works.
Link.
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ezrast
Terracotta Army
Posts: 2125
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Shit, that is neat. I need to get a viable character to endgame fast.
And stock up on fire resist, apparently.
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Pennilenko
Terracotta Army
Posts: 3472
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I am having a great deal of fun playing this. I even increased my level of "support".
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"See? All of you are unique. And special. Like fucking snowflakes." -- Signe
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Rokal
Terracotta Army
Posts: 1652
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Trying to keep PoE talk in the PoE thread From videos it looked like people were just chugging potions like they did in D2. After reading the flask/potion dev diary it seems like they're come up with a pretty awesome system instead and that the videos were misleading. The map system also sounds brilliant. Looking forward to this more and more every week.
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taolurker
Terracotta Army
Posts: 1460
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Path of Exile 0.9.11 has been Deployed!After seven weeks of hard work, we've finally deployed the 0.9.11 patch to the Path of Exile Beta servers. This patch introduces a new Singaporean gateway (ideal for Australian players), the Act Two boss fight, weapon swapping, the end-game Maps system and a new layout for the passive skill tree. Full patch notes are here! Also, stress test weekend this Friday: Public Stress Test Weekend #3 is this Weekend!
This weekend (July 27-29) the Path of Exile Beta servers will be available for public access! We've put up a page with answers to common questions about the event here. The last two public stress test weekends were a huge success, so we look forward to hopefully breaking some records this weekend!
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I used to write for extinct gaming sites details available here (unused blog about page)
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Mrbloodworth
Terracotta Army
Posts: 15148
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« Last Edit: July 23, 2012, 06:48:43 PM by Mrbloodworth »
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Cadaverine
Terracotta Army
Posts: 1655
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Edit: Looks cool enough.
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« Last Edit: July 24, 2012, 05:36:30 PM by Cadaverine »
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Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.
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Phred
Terracotta Army
Posts: 2025
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Mrbloodworth
Terracotta Army
Posts: 15148
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I already fixed it! Change your quotes.
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Phred
Terracotta Army
Posts: 2025
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Another chance to try this out. We're opening up the Path of Exile Beta to everyone this weekend, July 27-29, so that we can stress-test our servers in preparation for entering Open Beta later this year. This Open Weekend is the ideal time to invite your friends to play the game with you. We've just deployed the 0.9.11 Beta patch, which adds the Act Two boss fight, our new end-game Maps system, weapon swap functionality and an entirely new passive skill tree layout. Check out the FAQ about the open weekend at www.pathofexile.com/publicweekend/. We will make the game servers public from 5pm on Friday 27 July Pacific Daylight Time until 11:59pm on Sunday. Over 48,000 people played during our last Open Weekend in May.
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trias_e
Terracotta Army
Posts: 1296
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I'm not sure if GGG's build videos have been linked in this thread. Here's one: http://www.youtube.com/watch?v=bE1t9oCA9MQI love their skill tree and the builds that you can come up with. One nice thing is that you see low level items being used in high level builds for unique properties they hold. Nothing you'd ever see in D3, both due to poor item design and class/skill design. If only you could combine Blizzard's massive playtesting and polish advantage with PoE's vision.
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KallDrexx
Terracotta Army
Posts: 3510
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The game is harder than diablo 3, figuring the first boss wrecked me first go lol. The skill gem idea is pretty cool, and I kind of like there not being gold.
That being said it's lacking a LOT of polish. For instance you can't hover over an item and see that items stats next to the item you have equipped, meaning it's a PITA to compare stats to decide if you should equip the item or not. There are a bunch of little things, but since it'll be F2P it's debatable how big of a deal they are.
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taolurker
Terracotta Army
Posts: 1460
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If you hold down Alt it compares to equipped items.
I was playing this some last night, but at peak times the server kept failing miserably. They made an announcement about 5500 users and I saw Phred online (and was just about to message him) when the server crashed. Only 5500 people?
Today they added in queues too.
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I used to write for extinct gaming sites details available here (unused blog about page)
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KallDrexx
Terracotta Army
Posts: 3510
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Oh hrm, didn't think to try pressing alt.
And yeah, the server crashed several times while I was playing.
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Phred
Terracotta Army
Posts: 2025
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Oh hrm, didn't think to try pressing alt.
And yeah, the server crashed several times while I was playing.
Ya compared to the last stress test this one isnt going well.
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waffel
Terracotta Army
Posts: 711
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I haven't played this is months but... do I still need a spreadsheet open on another monitor so I can understand the horribly confusing merchant system?
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taolurker
Terracotta Army
Posts: 1460
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I haven't played this is months but... do I still need a spreadsheet open on another monitor so I can understand the horribly confusing merchant system?
Actually, the only confusing part about the merchant system is that it doesn't use gold. I found that after only a couple of play sessions that using the items as currency actually works well, and since they also are how crafting works it actually makes the merchant system more worthwhile. When you sell normal (non-magical) weapons, you get a Identify Scroll (Scroll of Wisdom) scrap. 5 of these makes an Identify scroll. Portal Scrolls can be sold or bought for three Identify Scrolls. When you sell non identified magic weapons, you get Transmutation shards, 20 of these make a Transmutation Orb. When you sell identified magic weapons, you get Alteration shards, 20 of these make an Alteration Orb. Transmutation Orbs can turn normal weapons into magic ones (with random stats). Alteration Orbs can randomly reset a magic item's properties. That's basically all you need to know, although there are lots of other items that can change or alter items. examples: Alchemy Orbs turn normal items into Rare items. Chaos Orbs will randomize a Rare item's properties. All the descriptions of the items give you their basic uses. List of Currency (crafting) items
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« Last Edit: July 28, 2012, 12:20:52 PM by taolurker »
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I used to write for extinct gaming sites details available here (unused blog about page)
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Fabricated
Moderator
Posts: 8978
~Living the Dream~
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I played the open weekend and this game has everything going for it minus the actual game part, which feels janky IMO. It was pretty fun and I like the merchant system since it has a better chance of producing a viable healthy ingame economy than D3, but my melee guy felt just...off. My cleave skill would miss enemies right in my face and hit enemies that were pretty clearly out of its range, planting with shift and trying to normal attack enemies usually resulted in 90% miss rates for some reason, I shield charged through geometry sometimes, etc.
That and the armor is all clownsuit shit so far, and the environments while I'm sure achieving the "Shithole Medieval Fantasy Prison Colony" motif in their eyes all looked a lot a like with vaguely differing levels of vegetation.
That all said, I hope it does well. I almost paid for beta access but I think I can wait for open beta to see if they fix up some of the stuff that annoys me.
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"The world is populated in the main by people who should not exist." - George Bernard Shaw
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Rokal
Terracotta Army
Posts: 1652
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Better to have a game with good mechanics that is in need of polish than a polished game with bad mechanics I guess. I'm hopeful that the PoE guys can fix the game's issues, which feel mostly cosmetic, before it launches.
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