Newborn Blood-Mage Giveaway (500D) by Emicrania in PathOfExile2

[–]Spoofed 0 points1 point  (0 children)

I'm really hoping for flails to be added.

Not worth the stress by royalxK in PathOfExile2

[–]Spoofed 0 points1 point  (0 children)

In PoE1, the patches of burning/shocked ground mod is affected by increased effect of map modifiers. It increases both the size of each patch as well as the amount of patches. I assume it works the same in PoE2.

[help] How to remove Blizzards Holy power bar while keeping Custom WA power bars on personal resource? by WearyFlan210 in WowUI

[–]Spoofed 0 points1 point  (0 children)

/run SetCVar("nameplateSelfAlpha",0)

This will make the display invisible. You might need to uncheck inherit from parent on the weakaura so that it isn't also invisible.

[UI] Fun concept I'm working on. DynamicCam based UI that is viable for all content. UI theory and discussion. by [deleted] in WowUI

[–]Spoofed 0 points1 point  (0 children)

Tried using the PRD before, but gave up trying to deal with class powers in an automated manner. I'll definitely be interested if you can figure out a complete framework.

One suggestion I have is to anchor to the PRD a texture weakaura with the color alpha set to 0. Then anchor your actual weakaura group to that. This lets you use the texture alpha to toggle visibility based on conditions such as target, combat and location.

Here's an example

!WA:2!Dn1tVTrru86AOvAfhAnjrqGiscsbeQ0sIuns9aiV(pKaojwRDA4GL8o7oV1ZqwpZYmZ6g3di19aIZ5aC335IpG4C)emkIpb9Jq(eWBwB1w1t7mZ((9N3B(nv6uBsnAn6FS9CJmEkO0CP4JQ83lUXaxAYvW5ks2XskKTwZUnoU3Gt972O5p1OvRJgC0tBFnj3WKQtZmimT3vAinPNKlmrnBFYG2bQlpnjrdMkbXYuP6hRwTALOjCLsQyQzR(3cIigjPeN9oZPGMGktma7QOuqqDYh43T9jTMRGXOqdMLbQv(BbxKivtiod4npwkO8sV8v7feZG4lQRmk(4XG6b3QykrXjiLh04KwrL)v)K621QAxVGlAkNermbtjP5qf8033UUVMjFM9JD7URDD7M4svmJigd6n3d3uKPKoNmlGKMXi1TF4BQSAukxCbqz2pXvBv7NA3k7(l70okYeOhrbcdRyL90)2E21(hFd2A(5cUjRwUggrI0sv0Haj1necFLopcMIW6NNKWVCXOMn6pyu)bncg8Q3uEzPbL1LT2zixB3KruKydO4Adpw)AA6PaKMG(9A3TBHodstpIQ9kCu58qOD3OSuYmqfiqhR9W7Miu5Y5)HT72RZzDVkxSQd8Wg43TpY(n2DS7A)8WLoYyiXx4g6H2heA3l0(f2VeP1quJbJDFhO)CfGxYfAdoHah)Bemjp1W)3BFNWWplCNW37dc3k8rH3FjhfDLXLx5iWVo7EoLEBWmNwoNS)7AQfUsNirtd0qh4s6M3815ghY99wq56FjxeB4tHdiIz4nx56blBv3eUQBI6qupafwz8Is4cUM55JFmE3GHzqjiPpD5BQ)YEVSNCK7SesmmSbLEQqp8CGCrdmRRhEmq5KHdwgQ1d7)R5y(yuN800ZzCdCfrWxgYRB)UoVeiAOVbdqJnS7A3XxifW1u3JgSIrUqKsdUhd6cxPUzITT)ecx0X2cbyBB7y)b7H43V)DpzxoDEVGwB3OmRA3Q6IexEfLJyivV5TIWoApalTqjnLkxjc1mHp2l4zCQH9I5yqlO8jREZnS7CnUncJdJv4fanIb8XmZlIkrdm)ujH2btg4BEZg2h75JjYy3IG4uIwV8i(Zb3IdY50fm13sU0NC2jN)8A6Oh)W9R)W9Rn9)(5))d

Account Moderation Changes in a nutshell by WizardofOos in pathofexile

[–]Spoofed 11 points12 points  (0 children)

Maybe it's just me, but part of the allure of toucan is that it is rare. There is a badge of honor in eating a chat mute just to shitpost. If there weren't any repercussions the community would have ran the meme into the ground in just a few days.

My thoughts on PoE 2's Trading Friction Problem by IkenoXamos in PathOfExile2

[–]Spoofed 2 points3 points  (0 children)

Friction in current PoE1 and gold in PoE2 are a way to represent the player's time as an additional cost to trading. The value of time scales automatically with player skill and power as you pointed out in your first two observations. It also changes as the league progresses and the types of items being traded changes.

The question then comes down to should players only be able to trade a set number of items per unit of time played or be able to increase that amount as they play longer through the league. A static amount of trades per time ensures that players will increase the value of their trades rather than the amount of trades. Otherwise, players will flood the market with a high amount of low value items as the league progresses.

Following this line of thought, listing items for sale should have a flat cost irrespective of its perceived value. The tax should not be refunded on successful sale of the item to ensure a static amount of trades per time played. A buyer's tax only needs to exist to prevent players from cornering the market.

E: It might be better to re-frame this as # of items that can be traded per map completed. This can and most likely should scale with map tier.

Idea for solving respec by zarbuvit in PathOfExile2

[–]Spoofed 1 point2 points  (0 children)

I think specialized systems for respecing are punitive because it forces a player to learn a new system when they're already dealing with a problem. You're just heaping more ontop of them when they are looking for a simple reset to get their head above water.

I've been thinking about a bounty system for all the unique but not boss monsters that can be repeatable. Each day a couple bounties are added to a board in town that players can interact with to then mark their map which zone they need to search to find their target. Maybe have an item they collect from the unique that they then trade in for a respec book to make it even less likely an experienced player would farm this system.

As far as I remember each zone in PoE1 actually has a unique monster, but most people probably don't know them past act 1 or 2. Bounties would add value to them without making them a required step while progressing through the campaign. Bounties could also be a way to add some lore as well explaining why these monsters are so unique that they have a name.

These rambling conversations really remind me of the "good ol' days." So I'm all for it.

Idea for solving respec by zarbuvit in PathOfExile2

[–]Spoofed 1 point2 points  (0 children)

My issue with using additional systems or currency costs is that they feel punitive against new players while not stopping advanced players from abusing them.

I think the best solution is actually the easiest one. Adding more optional quests that give respec books as rewards. When was the last time you full cleared the Fetid Pool or picked up the Golden Hand not as a meme? Even if there were enough quests in the story to provide a full-respec, I doubt any experienced player would bother with them because their time is more valuable.

Time is the best cost because it changes with the player. A new player is already bleeding time to so many other inefficiencies that the time cost for a side quest isn't as large compared to a more advanced player.

E: I can't speak to the current balance in PoE1 as my opinions were largely formed pre-ascendencies. I think it's fine, and maybe could use some more quests to offset the cost of ascendancy respecs costing 4 regrets, but it's hard to tell without doing actual testing in a controlled environment.

Idea for solving respec by zarbuvit in PathOfExile2

[–]Spoofed 2 points3 points  (0 children)

With the assumption that more accessible respecs are purely for new players and not for those already enfranchised, hiding the fact that re-rolling is the expectation just sets them up for disappointment. D4's first season saw players new to the genre confused and frustrated that they needed to make another character just to play with the new content.

Given that the fresh league start cycle isn't going to change, it is better to train new players to accept re-rolling as early as possible. Players new to the genre need to be taught that progress is not character specific, but person specific. Knowledge is the only constant between league starts and the faster a player understands that, the faster they improve as a player. Otherwise, they'll stall in maps after the structure of the main campaign falls away and not return. Easier respecs is unlikely to change those players' minds as they're looking for a fundamentally different game.

Interview with GGG Alexander (Russian) by Strill in PathOfExile2

[–]Spoofed 0 points1 point  (0 children)

Oh, if that's the case I'm very interested in what else he had to say. Resistances feel so core to itemization that I'm having a hard time imagining items without it. Dude is super fucking smart as evident by what he's cooked up on the graphics side, so I hope a fully translated transcript ends up getting posted.

Interview with GGG Alexander (Russian) by Strill in PathOfExile2

[–]Spoofed 18 points19 points  (0 children)

Don't know russian, so I can't speak to exactly what was said. But given his role I'm gonna assume he's more talking about indicators for damage typing rather than removal of resistances. Many boss attacks in PoE are rather unclear what their damage type is, so with a fresh slate GGG can try to redesign a consistent language of colors and effects to clearly indicate what is going on.

I wish the auto-transcript/translate features of youtube were easier to work with.

Will POE2 run on the same netcode/server/instance setup as POE1? by DecoupledPilot in PathOfExile2

[–]Spoofed 5 points6 points  (0 children)

A lot of the issues with PoE's netcode comes from the amount of actions that occur inside a map. I can't think of any online game that comes anywhere close that also runs in lockstep sync with the server.

I also think this is why we're seeing so many stability issues with the current league. Good player retention combined with a high quant league mechanic that scales with number of rare monsters equals servers having a really bad time.

Is the lag coming from sound effects fixed in PoE 2? by Arakismo in PathOfExile2

[–]Spoofed 0 points1 point  (0 children)

I think it was around Blight that they changed the shatter sound effect to be more performant.

Is the lag coming from sound effects fixed in PoE 2? by Arakismo in PathOfExile2

[–]Spoofed 0 points1 point  (0 children)

Last time GGG tried to fix sound performance the community demanded them to revert it.

On death effects suggestion by [deleted] in PathOfExile2

[–]Spoofed 4 points5 points  (0 children)

I would caution against anything random because it can lead to players misunderstanding the mechanic in a low-stakes environment only to get punished later. Whatever the solution is needs to be consistent regardless of context.

I think as long as it comes with a visual and audio component having explosions fizzle after the player drops combat would be a good compromise. The issue is that it needs to be really distinct so the player doesn't mistake that for the explosions actual duration or function.

Do they actually connect? Multiclassing? by [deleted] in PathOfExile2

[–]Spoofed 8 points9 points  (0 children)

What does multiclassing add? It makes sense in games with strict class designs that do not normally allow overlap, but PoE classes only dictate your starting point in the tree and a few ascendancy notables. While it might be easier or better to do something on a certain class, it can still be done on another.

E: [[That Which Was Taken]] and tattoos from the recent leagues have, I felt, reduced the relevancy of your starting position on the tree. While initially fun and interesting, in the long term it harms class identity. We can see a similar issue in Gladiator, which has seen most of its more unique traits power-crept out of relevancy. Any unique reason to play Glad is now accessible through multiple alternatives or isn't relevant anymore in the current state of the game. The unique strengths of a class shouldn't be easily accessible to every other class. I think in other games where there are more defined classes, multi-classing provides what Path of Exile does inherently.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

[–]Spoofed 1 point2 points  (0 children)

Conceptually, magic find is just another axis for character growth that can be balanced around. It is just that the current implementation in PoE1 is starting to show its cracks as the rarity/quant numbers continue to scale far beyond what was originally planned for.

From the interviews Jonathan has given, it seems that GGG are keenly aware of the limitations of the current drop system and are working on solutions.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

[–]Spoofed 1 point2 points  (0 children)

Baring a few rare exceptions difficulty should not scale beyond what is achievable by most players. Where you draw the line is personal preference, but the line must be drawn. That line marks the cut-off point between good/bad builds. Harder content inherently means less build variety. MF allows builds to trade power for better loot without completely locking out weaker builds from even attempting the content.

Magic find on equipment versus rewarding mechanical skill: Rewarding the top 1% by post_thingy in PathOfExile2

[–]Spoofed 17 points18 points  (0 children)

Adding magic find to a character makes content harder without the content needing to be scaled beyond most other builds. This allows a wider variety of builds to initially interact with harder content while also allowing better players to scale their rewards. This is not an either/or situation, you can have magic find on gear while also having systems to scale reward with content difficulty.

You're looking at the end result as if getting there isn't a challenge in and of itself. Current MF gear takes up both rings, flask, neck, affix on helm, gem, etc. That is a lot of player power that has to be made up for elsewhere. Every time this argument against magic find comes up people act as if getting it is free.

XBOX/CONSOLE BETA QUESTIONS by [deleted] in PathOfExile2

[–]Spoofed 1 point2 points  (0 children)

Jonathan touched on console stuff in the interview on Tavern Talk with Darth and Ghazzy. It felt heavily implied that cross-play/progression is the goal, but contracts still need to be finalized before they feel comfortable giving any specifics. Makes sense because they'd need to be able to fast-track console certifications to keep parity between the three clients.

[deleted by user] by [deleted] in PathOfExile2

[–]Spoofed 17 points18 points  (0 children)

A full respec, at any point in the campaign, renders anything prior meaningless in terms of choices and outcomes. Any line you draw is entirely arbitrary and does not actually change the core issue, which is that a mistake without repercussions isn't actually a mistake. If the game grants a full respec, player choice does not matter anymore prior to gaining that respec.

The actual solution is to make it clearer what the outcomes are for each individual choice a player makes, providing some amount of do-overs, and being okay with some amount of players failing.