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Zestro wrote:
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Xavderion wrote:
we are GGG, we dont want to fix real bugs, we want to ruin farming methods and make new microtransaction items.
As much as I wish I could disagree with this... I just can't. I was about to drop $100 on this game today but if this is the quality of patches that I'm going to expect rather than fixes on current bugs and polishing over what is ALREADY in the game, then I'm holding my support until I see a change.
I truly hope Chris and crew take heed, you are making your player base pretty upset.
Bugs that need immediate attention:
Summon Skele totem lag at initial cast
Massive particles remaining on screen
When running to catch up to party members, particles appear out of thin air (i.e. fireballs that were cast by party members when they were off screen)
Multiple texture fixes to end game maps
Knocking mobs into the walls with heavy strike, rendering them unhittable and losing out on loot.
Desync issues with increased movement speed
I could name numerous more... yet what gets changed? 1 Diamond supporter brings up multi-clienting to Chris and it gets bumped up to a priority patch. Is this what it will take to get the other bugs fixed Chris? Should we all donate $1000 to be heard before the major issues get fixed?
I see why you're mad but you need to understand that some things are easier to fix than others. I'm sure that GGG is aware of most of the issues and is working on them.
You don't get it, I know the diamond supporter who brought this multi-boxing issue up with Chris, I can even ask him for the skype conversation. This patch wasn't suppose to happen for awhile but Chris pushed it out faster cause of the conversation with 1 Diamond Supporter via Skype.
Chris knows who I'm talking about, I'm not going to name anyone but I think it's bullshit that this is how patches work.
REALLY?? you think it is bullshit that the indie company making this game would favor those who pay for the game to be produced. Just idiotic to think that what YOU want would be changed over what someone who has paid thousands of dollars to support the game.
Wake up. Yes there are things that need to be fixed/reduced/changed but this is beta. Go buy a released game and wait for PoE to come to fruition before you come back, trust me, they won't notice.
I am excited that they want to release new content each week, and I hope that they continue to work on the balance issues and bugs in that process. But as many people have pointed out along with Chris, there are some things that can be fixed at a faster rate than others simply because of their integration in the game.
(BTW i love how Chris smashed the kid who was excited for a 5% change in cyclone damage)
Keep it up, and give physical melee something to call their own!!! :P
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Posted byLevel9#6761on Mar 19, 2013, 11:02:30 PM
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coli wrote:
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Sebulous wrote:
Great patch. Perhaps its a bit too much that death will remove loot from bosses or using TP to refill potions removes loot too. I love the anti multibox, ninja, and chest runners. All they want is to get more gear/currency, you can't blame them. I see they are suggesting a /player command.
I am really torn between /player command or not. I already barely join groups, I know I would almost never join a party if /player was implemented. Perhaps a limit of /player 3 that acts as multiplier no matter what? Playing by myself, /player 3 would make it like its a party of 3. Doing a duo with a friend, /player 3 mimics 6 player party. Want to make an uberman challenge for 6 lvl 80 players, doing /player 3 would make it an 18 player party.
What you really want is monster power.
Same thing as adding players in group, effectively increasing loot multipliers or is it just scaling monster health damage with no benefit other than a challenge?
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Posted bySebulous#3009on Mar 19, 2013, 11:04:22 PM
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Chypre wrote:
"Item drops from monsters are now calculated based on the number of players nearby rather than the number in the instance. The quantity of drops is based on the minimum of the number of players who were around at the start and end of the fight. This means that if you spawn a boss alone before bringing in friends to help (or if the friends leave during the fight) then it will only drop enough items for one person."
What in the hell? What is "nearby"?
I solo 6 person Fellshrine to farm loot, yes I kill not just "chest". Now I have no clue what to do to farm.
And apparently, this isn't impacting multiboxers. I guess I need to start multiboxing.
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Zestro wrote:
I use and abuse multi-clienting. This patch does nothing to me.
OH NOES I NEED TO USE A TP NOW TO BRING MULES INTO VAAL BEFORE SPAWNING HIM.
Seriously, all this affects is end game map farming, chest exploiting at fellshrine, and currency runs at Ledge.
I'm still going to have an unlimited amount of alterations that i can trade up into any other orb, or use them to craft. All you're doing is making end game less appealing and farming Vaal even more profitable.
Watch GGG remove loot table from vaal now :)
99% of the items that drop are already absolute trash, you'll just be hurting the players who don't multi-client to fix multiclienting.
Solution: INTRODUCE /PLAYER X command.
Removes all need for people to multiclient and does not give an advantage to anyone, everyone is at the same playing field.
I still won't party people due to the amount of disrespect I see in parties, I would rather solo than join any party. RNG is absolute bs even when playing with friends... play for 5+ hours, all crap drops, then an amazing item drops and it goes to one person while the other 4-5 friends feel like their time just got wasted and have slight feelings of resentfulness. It just doesn't foster good relations.
Whatever this post will just get lost in the crowd. I could say a lot more but what's the point? I'm going to get flamed by most, some will agree, and others will ignore.
/Player X please if you are going to make this change.........
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TheuberClips wrote:
The 33% reduction in Cyclone's travel time should be reflected by it's mana cost, imo. It now costs 33% more mana per (unit of time) to use...
Maybe I am wrong but it just says reduced the minimum distance to click. You can still click way far away for one mana skill cost. The cyclone changes sound about perfect, maybe needed more % dmg but we will see. Now it will behave more like D2's WW. I think they just borrowed the min range mechanics from lightning warp when they made the skill.
+1
[img]http://i50.tinypic.com/2cqeioj.jpg[/img]
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Posted byq1wet3#5379on Mar 19, 2013, 11:04:42 PM
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new mob loot system is retarded, that's what happens when you "speed up patch updates, because of community".
if someone will speed up in 6 people party, you will get mob with 3x HP and loot for 1 people, just tested, GG. its not about pay2win right now, its about "make yourself diamond and ruin the game".
WHY THE HELL mobs even spawn with extra hp because of party members, but does not spawns with extra quantity?
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Posted byinf1#0564on Mar 19, 2013, 11:09:21 PMBanned
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rotan wrote:
Fix the map drop rates please... Getting tired of running 71%++ maps and getting nothing out of it or a lvl 66 map in return. Seems like you only benefit from maps is if you're a part of a party or running group. Soloing gets you no where but low level map grinds. If I wanted to be in a party all the time I'd be playing a mmo.
While we're certainly looking at feedback about Maps, I should point out that the drop rate of Maps is the same regardless of how many party members you have.
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Sebulous wrote:
Great patch. Perhaps its a bit too much that death will remove loot from bosses or using TP to refill potions removes loot too. I love the anti multibox, ninja, and chest runners. All they want is to get more gear/currency, you can't blame them. I see they are suggesting a /player command.
Death only removes loot from bosses if you don't come back after dying.
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Posted byChrison Mar 19, 2013, 11:10:10 PMGrinding Gear Games
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Could we get some clarity on how Purity now works? As many of us thought, the highest is 20 + 2 in a gem, is +5 only now available with a new unique that allows for +3 levels?
IGN- Vyvanne | Voxxvi (Tempest League)
Vyvanne's Odds and Bods Boutique - http://www.pathofexile.com/forum/view-thread/1311497
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Posted byVyvanne#0982on Mar 19, 2013, 11:10:17 PM
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coli wrote:
Oh I have everything. 15 dock run for 1 map is f**** ridiculous. Most map does drop map but you get down to 0 eventually. Level 79 now and map drop rate is simply unacceptable. Highest map I've ever ran is a puny level 70 map that I facerolled it...
I basically stopped playing until GGG fix this thing (or a better game comes along)
But still, the fact some people seem to have more maps than everyone else implies there is a bug somewhere.
we are missing a whole 4th act still. Add in the extra player levels earned to beat it from normal and cruel difficulty that hopefully by merciless act 4 the average player level will be 80 when they finish and unlock laboratory. Then set maps at 85-90 with 90+ being very uncommon / difficult up to very rare and insanely difficult.
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Posted bySebulous#3009on Mar 19, 2013, 11:10:44 PM
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Nicholas_Steel wrote:
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BarneyRubble wrote:
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TehHammer wrote:
Before: Have afk leave portal at pyramid entrance, have all afks enter pyramid entrance, rush Vaal, profit.
After: Have afk leave portal at pyramid entrance, rush vaal, enter afks through a portal at vaal, profit.
So, the difference is...?
Im not sure there is a diff. the semi pros will carry on and the guys trying to scrap a little currency will get the shaft.
I was thinking what about the dead player will he still get loot. lets say just before death Vaal kills player b. will player be lose out on loot? Not really sure I even care anymore.
Everyone would lose out on some loot as far as I can tell. The loot quantity will drop since that player isn't present when the boss is killed (They are in town)
I mean doesn't this make it possible to aggro Brutus with your friends in the boss room, without triggering the increased rewards? Since the fight was begun by 1 person before the rest followed pursuit because your friends are busy getting aura's etc. ready before aggro'ing it?
So now we're forced to wait on others if we want lots of loot? We have to time our initial encounter with a boss so that we all engage at roughly the same time? No more relaxing at all in the game? No more taking things at a leisurely pace because you must always be with the others? You can not stray without being literally punished for doing so? I can't engage some enemies in a room with my friend engaging enemies in another room without being punished for splitting up the work load to maintain a challenge (Enemies die too easily when together on Merciless... kinda makes it lame)? I can't engage in Magical/Rare/Unique enemies etc. without my friend tagging along closely behind me or else I/we get punished?
Kinda terrible, just like Diablo 2/Diablo 3 and maybe Torchlight 2. It was way more fun before when it was just a fun romp through the game with my friend, being able to choose what to fight and backing each other up only when necessary instead of always.
So the games going the way of footy scrums. I mean my friend now can't make a move without me and I, him. Or else we get significantly punished. We are almost literally tethered together which is no fun at all :/
Can't you make a separate League that emphasizes no multi-boxing?
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD Last edited by Nicholas_Steel#0509 on Mar 19, 2013, 11:17:12 PM
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Posted byNicholas_Steel#0509on Mar 19, 2013, 11:12:46 PM
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kelticfury wrote:
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AntonChigur wrote:
So, whatever. It sucks, because I was doing it all within the rules and now its back to playing maps solo and finding nothing, ever.
If the game was better optimized maybe we could do parties more...............................
Snipped out the non logic about hardcore.
If it was all so groovy and harmless they wouldn't have added code to hamper it. Unbalancing the economy because of a few greedy people who multibox is obviously not how they wanted it to work.
Greed? seriously? What is with this righteous attitude towards video game economics? Its actually hilarious how verbally abusive and passionately hateful these anti-multiboxers are. You should really invest your emotional energy and self righteous attitude into something more worthwhile.
But anyways...
theres a small portion of every RPG user base that only enjoy gearing their characters and focusing their time towards the singular purpose of making currency even with no particular goals in mind. I forewent leveling and progression in almost every RPG game i've gotten into just to make currency and I didn't even spend it. Now with POE, all my friends have far passed me in levels and I've got nothing to show for it. I'm always far behind in leveling/progression in a lot of RPG games because I enjoy the magic finding/crafting/currency acquiring aspect more. The game is missing that element for me as there is no where to direct my focus to make even just slightly more currency than anybody else who is just leveling
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Posted bybilljg0#1383on Mar 19, 2013, 11:13:44 PM
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inf1 wrote:
WHY THE HELL mobs even spawn with extra hp because of party members, but does not spawns with extra quantity?
This is exactly why I prefer 3 man groups. The monster HP seems to scale a whole lot more when that 4th person joins that it starts to slow us down. Id rather 3 people blow through a zone quicker than 6 man, less spell effect lag, less loot bickering, and its just a blast having 1 of each archtype in a 3 man.
Last edited by Sebulous#3009 on Mar 19, 2013, 11:14:37 PM
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Posted bySebulous#3009on Mar 19, 2013, 11:14:15 PM
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