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Joined 1 year ago
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Cake day: June 11th, 2023

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  • That would require every player even new ones to make very complex loot filters and understand what loot is valuable and not to automate it.

    Every item in PoE that is automatically picked up doesn’t take up inventory space (Metamorph organs, Expedition fragments, Sulphite, Azurite). The concept is that players make an active decision of what they’re picking up and that they’re aware of what they have because they made an active decision to pick it up.
    It doesn’t take control of their inventory away from the players.

    It also feeds into the dopamine loop, when you get an exciting drop you see it on the ground it doesn’t automatically just get sucked into your inventory.


  • Trading will never be addressed in the way the community wants because what they want is not good game design.
    Most players want some form of Auction House to automate trade completely, but that in conjunction with completely free trade like what exists in PoE completely undermines the actual gameplay of an ARPG.

    Trade is highly highly efficient, and ARPG game developers are usually quite afraid of trade. PoE is one of the few games that has completely open and unrestricted trade.

    The restriction in PoE comes from the idea of trade “friction” where it takes additional time and makes it inconvenient.

    But this huge risk of trading is exactly the reason why Blizzard removed trade entirely from D3 and D4 has limited trade too, and even brand new ARPGs like Last Epoch also have restricted trade.
    Trade has a huge risk of undermining the entire game and removing the reason to play it.

    Many ARPG developers feel trade removes from the game, while Chris Wilson and GGG feel that trade adds value to items because they can be tradable, but once you add that AH it makes trade too powerful.

    https://www.youtube.com/watch?v=XE3MAFGDzWw&t=29460s


  • The DLC in all the games are fairly important depending on the DLC/expansion, and there can be a lot of it. DA2 and DAI both integrate well into the story while DAO was kind of built around the idea of side-story mini-adventures so there’s a lot more of them.

    DAO Primary story DLC: Warden’s Keep, Stone Prisoner, Return to Ostagar add side quests to the main game and are solid to play.

    DAO Standalone campaigns: Leliana’s Song is a prequel focusing on the Leliana party member (you’ll meet her pretty early in DAO although she is missable), Darkspawn Chronicles is an alternate history and not needed although fun, Golems of Amgarrak is a short post-story adventure that’s not that important, Witch Hunt is a post-game story around Morrigan that’s actually pretty important.

    Awakening is a full-length expansion and absolutely worth playing, some of the characters you meet here tie into DA2.

    DA2: All DLC integrates with the main story and can be played at any time. Legacy is a very important DLC that directly ties into Dragon Age Inquisition.

    DAI: All 3 story DLC are fantastic, Jaws of Hakkon, The Descent and Trespasser.
    Jaws and Descent are played during the main story as side quests, and Descent has some major lore implications for the world and raises some serious questions about the past and the potential future. Trespasser is a post-game story that directly leads into DA4: Dreadwolf when it comes out.

    Also not sure if Gamepass supports this, but you can import your saves forward. For Dragon Age Inquisition you will need to use Dragon Age Keep to recreate your choices to import them into your world state.


  • 2 definitely shows the issue of EA wanting to push the game out in 1.5 years. Many cut corners and a lack of assets with the repetitive maps.
    I think it’s the weakest entry in the Dragon Age series, and a lot of it’s negative reception was because it failed to live up to expectations of DAO.

    If Dragon Age 2 wasn’t a Dragon Age game, it wouldn’t have gotten the poor reviews it got. As a standalone game it’s actually not bad.

    I always recommend playing it, as it directly leads into the story of Inquisition and it has some great characters in it.


  • I heard a streamer describe it as while PoE2 looks harder combat-wise, there is a lot less hidden mandatory knowledge and building so it’s more approachable.

    PoE2 has more punishing mechanics, combat is more active and you need to dodge enemy attacks, and bosses reset HP if you die. But you don’t have the same checklist of things you need to be viable, and there’s less focus on knowing the mathed out optimal setups since support gems are now focused on changing skill behavior rather than providing multiplicative damage boosts.



  • I think in general people do. The concern is that the devs will be splitting their focus and their team between two games, and it potentially splits the playerbase and the economy.

    There are some concerns that this means PoE1’s issues won’t be addressed as well. PoE2 was made to solve many of the problems that PoE1 has, and they continued to develop the game beyond that scope to the point it became it’s own product and changed too much of PoE, and because PoE2 is such a significantly different game, it risks alienating their existing playerbase, so they are now preserving PoE1’s gameplay, while making the changes they wanted to make for PoE2 which should attract more players.

    But that now means that those solutions that were developed to fix PoE1’s problems are now only in PoE2 and tied to an overall total rework of the game built around those solutions and how they change the game. Things like how the skill gem system works to be more simple, mana reservation no longer existing, etc.

    Ultimately it’s no different than having WoW and WoW classic. Just hopefully they’ll have a large enough playerbase between both games to justify maintaining both. Their idea of staggering releases does mean that many players will likely swap between the two though and play both.

    They did answer in a Q&A later on at Exilecon that the games run the same engine and things can be ported between the games, if there is content that’s popular in PoE2 they may release it in PoE1 and vice-versa. The only real thing that cannot be ported is the character animations.
    This does also mean that since purchases are shared, MTX have to be made multiple times for the 7 PoE1 character models and for the 12 PoE2 character models.

    tl;dr If you like the existing PoE1 gameplay, PoE1 will continue to exist largely as it is now. If you like PoE2 more, then you will have that. And if you like both you can continue to play both and there will be more overall content to play between the two with the staggered releases.










  • I recently played an indie game called Iron Danger that allowed you to rewind time.

    It was a party based real-time-with-pause tactical RPG. So you’d pause, command your 2 party members to use their skills and then rewind if things didn’t go exactly right.

    It led to combat being a really interesting puzzle where you’re playing with the timing of skills to block a hit at the right moment, get a knockdown off before an enemy hits you, or trying to position your characters just right.

    It’s a nice twist on the typical tactical RPG combat that sort of merges turn based and RTWP combat. Timing matters, where normally in a RTWP combat you wouldn’t have the ability to fine tune your actions, and in turn based timing doesn’t matter at all.


  • Based on the language where they say there is something coming in the future, I would bet it’s that system.

    They want to invalidate all existing awards so they cannot be used to give people money under the new system and likely also remove the premium feature of getting awards for free.

    People who want to reward content creators will pay for premium and awards instead of just premium now.