Archnemesis Recipe HintingThere has been a little confusion about how to discover Archnemesis Recipes, so we have prepared a news post explaining how the hinting system works.When designing Archnemesis, we realised there was a spectrum for how we could handle recipe discoverability. On one hand, recipes could be completely secret, not data-mineable, and would require weeks of community collaboration to discover them all. While we felt that this would have a cool sense of discovery, it didn't really fit with the fast pace of Path of Exile's league start, where players want to experience a lot of what a league offers in the first days. On the other end of the spectrum, we could have zero secrets whatsoever, and just publish a full recipe list in the game client so that you immediately have full information. The problem with this approach is that it completely removes a sense of discovery for players who do actually enjoy expanding their knowledge of recipes as they play. The system we came up with was designed with the following goals in mind:
This resulted in two hinting systems:
We feel that this compromise both leaves a bit of fun discoverability in there for those who enjoy that, and also makes it massively easier for players who just want to be reminded about what the recipes are. In our internal playtesting, we found that recipes become pretty easy to remember (especially with the above hinting systems) and that there isn't much reliance on needing to check external lists unless you're trying to exhaustively plan some complex combination of rewards. And in that case, it's definitely worth consulting a list anyway to make sure you min-max it correctly! Thanks for your kind words about this league and the launch. Enjoy! |
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nice
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noice.
Last edited by Bookwaters#5219 on Feb 5, 2022, 4:38:43 PM
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Please, larger inventory and auto-sorting button! It's not nearly enough space to actually play with it, since we can't control what exactly going to drop. Trying to actually build a major combo will immediately overflow your inventory forcing you to discard other useful things, just because they dropped not exactly when they are "needed".
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Yeah I like the balance. Never really understood the appeal of the vendor recipe system being "secret" when it's so huge and there are so many variables. The hints here are nice. I wouldn't mind a second tab on the modifier inventory that explicitly tracks the recipes you've discovered.
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There's a problem though: if you've already discovered that X combines with Y, and there are more undiscovered recipes on X, you can't use the borders to determine if you can discover a new recipe. You'd have to either put X into the statue and risk losing it without finding a new recipe (bad if X is rare or hard to make), or destroy all your Ys to be sure.
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I really enjoy how the system works, saving up parts and then finding cool combos is neat.
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I'm sorry but it's sadly just one of those things where I can't be bothered to learn them. Nor can i be bothered to keep checking a list out of game. This in turn makes the league mechanic very bland with a bad feeling of losing out because you cba to memorize like 20+ recipes with quite frankly very unclear outcomes.
I should really be able to see in game what the recipes are, especially the once I've "figured out". In game contact @MajorAsshole
Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27 |
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oh right just remember "36 recipe on the fly" or self making a spreadsheet ... yeah i rather Beastiary kind of explore recipe, as long as u done it once, it will be forever on a "list" that i can check without having to open a website or keep asking General chat. Forcing players interaction with other ppl when they dont want to is a bad thing imo, i mean just look how great trading is
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drop rate needs to increase
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