Mike_Weicker

Mike_Weicker



16 May

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thanks, fixed


15 May

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For sure, we know we can’t get rid of it completely and we aren’t going to try. The primary goal is to have the game be fun and engaging for the players.

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So things are always changing and this could too. We don’t currently have any plans to change the general philosophy behind semi-permanent characters. I have just put in a little thing to make is slightly easier if you’re doing a lot of respecs. I’m still working on the actual respsec item drops.

Quite often with systems like this, it’s much easier for us to make things less restrictive over time. If we make things more restrictive, we will probably get some pretty strong push back from the community. Because of this we have erred on the side of caution for a few systems. The respec system in particular was one that we had to put in as quickly as possible and haven’t really touched since then.

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Top tier items will be tradable through the bazaar. Some things people do to crafting those items could cause them to become untradable. For example, a crafting glyph could be 100% success chance but binds the item to you so it’s no longer tradable. (This isn’t implemented yet but it’s a general example)

Selling crazy cheap items for ultra high value will give a percentage to the bazaar itself, thus helping with inflation and repeatedly doing this may be cause for warnings. I say may because we haven’t set out specific guidelines as to what behavior is OK and what is not. We would be more interested in restricting the RMT gold sellers than the players interacting with those systems.

Because we want to foster a competitive scene we would like to keep RMT as rare as possible.

As for the legendaries, not uniques, most legendaries will not be tradable and yea it sucks to pick up one that you don’t need or want. We do have a plan for them to still be very useful. I d...

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Also, as a temporary thing to help but not actually fix the problem yet, I’m going to put a cap on the respec cost so that it can’t balloon in to infinity. It will be really high but it will cap out.


14 May

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thanks, fixed, also found another passive that had the same problem because of this.

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There are lots of little things that will help achieve this goal. I would love to dive deep on it but I don’t really have the time today. (trying to get some skill fixes in before the next patch). If you haven’t read the plans for the bazaar yet I’d give that a read as it outlines several systems which will deter RMT.

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It’s increased ward retention. It multiplies the number you already have in your ward retention by that much instead of adding it.

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Like I said, the primary action that we are trying to restrict is RMT. We still want players to be able to get items in game through the Bazaar. We want the experience of being a RMT seller and the experience of being an RMT buyer to be difficult enough that it’s just not really worth it. We also want the in game systems to be good enough that it’s just a better experience to use the in game systems.

We know that people are going to do it. We just don’t want the main way that you gear out your character to be going and spending $20. We’re doing what we can to make playing the game fun and cheating at the game annoying and boring.

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Yup, that’s going to be a really tough one for sure. I think we can do it :smile:

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Hey guys, I like a spirited discussion so I figured I would poke my head in and possibly very foolishly get sucked in haha. General disclaimer: this is all still very malleable and will change.

You’ve all got really good points and I think that it’s really important to know that so many of these systems work together to make the whole experience and it’s really hard to judge how it’s going to be from what is there now.

I think that the scenario that @Korinokiri is trying to avoid will end up happening to some extent only in the standard league. I think that most players will not really play standard league very much. I’m using PoE terms for the characters which get moved to a long term mode after a new league/season.

1st up, let’s talk passive tree.
So what do w...

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The restrictions for loot trading with randoms in a party may end up being very similar to D3. If you’re all playing together and you drop an item, you should be able to share it with your fellow party members. The primary action that we are attempting to restrict is going to a website, buying an item for $5, going in to game and someone gives it to you.


13 May

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I’m sorry. I see where the confusion is coming from, that’s my bad. I would focus a little more on the “up to” part of the description. The plan is to have the game be fun and exciting with anywhere from 1-5 people in the game at a time.

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@GingerNation and @kiss_me_quick I’m not sure where you read that. I think you might have not quite understood Kyle’s intended post. We don’t have plans for bosses which are only doable in group play. We do have plans for bosses to maybe change in group play to have more mechanics to keep things interesting instead of just increasing the numbers. We do want it to be possible to play through the end game content and get the gear you want in a solo self found mode.


09 May

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Thanks guys, I think I know the problem.


07 May

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I think that we could have the potential instant cast nodes too. They would probably need a slight downside like increased mana cost or cooldown because the cast time is part of the current cost.


06 May

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Very good points. We do plan on adding nodes to the primalist companion skill trees which will disable their ability to have active cast buttons but will give some other small passive bonus instead or for some of them, the companion will just automatically use the abilities but they will be slightly weaker. This way you can pick which ones will have passive and active abilities.

Also, that back story might need some changing, I’ll get loremaster @kqkyle in here to see what we can do.