[Action RPG] Path of Exile

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Hacp

Lifer
Jun 8, 2005
13,923
2
81
This game seems too good to be true. A true diablo clone, for free! I'll definitely support GGG with microtransactions if the endgame is as fun as the leveling. I'm addicted to Hardcore now.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
reminds me of sacred 2

played a little and i absolutely hate the currency system. your "money" is your "identification scroll" and some other item I forget if it has a dual use. you get partial items like scroll pieces and 20 of those makes a full identify scroll. seems like a waste of inventory and just really bad way to deal with currency.


I like the health and mana potion system though. you get flasks that hold so many charges and the bigger the flasks the bigger the heals and charges. they refill as you kill enemies.

combat is fairly meh so far. enemies do a lot of damage and you really get ganged up on a lot.

Inventory tension is supposed to be a feature of the game.
 

CottonRabbit

Golden Member
Apr 28, 2005
1,026
0
0
Really liking it so far. Being able to make custom party names is great, unlike the horrible matchmaking system of D3. Certain UI and gameplay elements are a bit clunky, but it kind of adds to the atmosphere of the game.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
Back at the ranger a bit, Malmyra is the character name. Up to 26 on hardcore though I have had a few close calls, wouldn't be surprised if I end up dying soon.

I have a Q:

Is the weapon's DPS the end-all calculation? (does it include critical chance and multiplier? How about chance to hit?)

I actually don't know, haven't tested it much.
 

Zeze

Lifer
Mar 4, 2011
11,395
1,176
126
I actually don't know, haven't tested it much.

I found the answer, yes DPS calculates EVERYTHING (miss chance, critical, etc).

I'm level 21 Duelist now and been using the same damn 2 skills from level 1- Double Strike & Cleave.

DS is good for focusing the shit out of single targets & bosses
Cleave is good for crowd control, with about 30% less damage.

Cleave is supposed to be pretty close to normal damage, but my DS hurts like hell due to 2 support gems linked to it (Added Cold Dmg & Increase Critical Dmg).

Finally now I got a new skill gem - Frenzy with the start level requirement of 19. I was excited to finally use a new skill, but holy crap it sucks donkey balls.

DS is superior to Frenzy in every way (with exact remaining setup, both same color gem).

1. DS dishes out 170 DPS only 9 mana cost.

2. Frenzy starts at 120 DPS, and maxes out to 155~ DPS with 3 Frenzy charges. So you always have to keep up the charges. And it's very mana thirsty at 15 mana cost.

What a disappointment. Balance that crap. It's sad to see a higher tier skill being so terrible.

"But you can make it better with points in Frenzy nodes!" Why am I wasting precious passive points just to make it better than an existing skill?

Game is fun so far. I know Diablo 3 had bad plot, but it was still entertaining because it was still Diablo lore from 1 & 2. With PoE, I simply don't give a crap about the story. I don't even know what's going on. Villagers tell me to kill stuff, and I just do it.
 

Udgnim

Diamond Member
Apr 16, 2008
3,665
112
106
Game is fun so far. I know Diablo 3 had bad plot, but it was still entertaining because it was still Diablo lore from 1 & 2. With PoE, I simply don't give a crap about the story. I don't even know what's going on. Villagers tell me to kill stuff, and I just do it.

probably because PoE doesn't have CG cinematics
 

Elcs

Diamond Member
Apr 27, 2002
6,278
6
81
Finally now I got a new skill gem - Frenzy with the start level requirement of 19. I was excited to finally use a new skill, but holy crap it sucks donkey balls.

DS is superior to Frenzy in every way (with exact remaining setup, both same color gem).

1. DS dishes out 170 DPS only 9 mana cost.

2. Frenzy starts at 120 DPS, and maxes out to 155~ DPS with 3 Frenzy charges. So you always have to keep up the charges. And it's very mana thirsty at 15 mana cost.

What a disappointment. Balance that crap. It's sad to see a higher tier skill being so terrible.

1. Build Frenzy Charges
2. Use DS/Cleave
3. Profit

Each Frenzy charge boosts your base DPS which means any skill used when you have a Frenzy charge (or more) active deals additional damage.

Frenzy is a skill which should be used in combination, not isolation.
 
Nov 7, 2000
16,403
3
81
Pretty fun game I guess, I'm level 6 now.

I do appreciate the improvements & refreshing mechanics from Diablo & Torchlight.

However I don't think I'll be playing it too much. I'm just generally so sick of Diablo and clones- even the skills are all same (fireball for witch, cleave & bash for barbarian & duelist).
yeah you really need to play around with the linked sockets and support gems. thats where the skill gem system really shines. puts d3 and its 'skill modifiers' to complete shame
 

Dumac

Diamond Member
Dec 31, 2005
9,391
1
0
Wow seriously... Unique character names. WTF?

I like that. That way you can get dibs on a character name...plus friends work by character instead of account. Makes having different groups of friends on different chars possible.

Game is fun so far. I know Diablo 3 had bad plot, but it was still entertaining because it was still Diablo lore from 1 & 2. With PoE, I simply don't give a crap about the story. I don't even know what's going on. Villagers tell me to kill stuff, and I just do it.

Aww, I actually like the story of PoE. I'm excited to find out what is going on with this prison island.
 

Grooveriding

Diamond Member
Dec 25, 2008
9,109
1,260
126
Don't really care about the story, didn't care in Diablo 2/LOD either.

Game is great, actually provides an in-depth ARPG with deep itemization and skills that you can get into and think about. The game engine/combat is not the smoothest and that would be my one complaint. Away from that the game is solid and has enough depth to keep me playing.

Certainly better than that Diablo 3 turd pile. If you could take Diablo 3's engine and combat and put it on PoE's item/skill design you'd have a near perfect ARPG. Forced to choose as they both are though; PoE is leagues better than Diablo 3 because the itemization and skill system provides the same longevity and replay value for the game that Diablo 2 did. Diablo 3 has nothing but dumbed down brain dead game systems ripped off from WoW and falls flat on its face for any sort of replay value.

Who the fuck wants to keep farming the same act for the same crappy items based on main stat/crit and all resist. Where PoE & Diablo2 are ARPGS, Diablo 3 becomes obviously not. D3 is basically a PvE Call of Duty isometric game. The 'skill' system is a simple mess that is like a loadout in CoD. Your 'skill' is a weapon and the 'rune' is an attachment, free to change at will. You can't even define your character by a unique name that others can see....

For anyone who was let down by Diablo 3's dumbed down design, PoE will deliver the ARPG elements you are looking for.
 

Zeze

Lifer
Mar 4, 2011
11,395
1,176
126
Just uninstalled it after a 18 hour binge.

It was fun. I stopped at level 28 Duelist. I loved the socket system, as well as flask system (did you know you can enchant flasks to have 2 properties- like +60% armor while drinking it, pretty cool).

I beat Act 2, then I realized they have you play same game FOUR TIMES (similar to D3). I don't mind playing twice at most. But the game should be played just once in my opinion.
 

gothamhunter

Diamond Member
Apr 20, 2010
4,464
6
81
Just uninstalled it after a 18 hour binge.

It was fun. I stopped at level 28 Duelist. I loved the socket system, as well as flask system (did you know you can enchant flasks to have 2 properties- like +60% armor while drinking it, pretty cool).

I beat Act 2, then I realized they have you play same game FOUR TIMES (similar to basically any ARPG). I don't mind playing twice at most. But the game should be played just once in my opinion.

ftfy
 

CottonRabbit

Golden Member
Apr 28, 2005
1,026
0
0
Just uninstalled it after a 18 hour binge.

It was fun. I stopped at level 28 Duelist. I loved the socket system, as well as flask system (did you know you can enchant flasks to have 2 properties- like +60% armor while drinking it, pretty cool).

I beat Act 2, then I realized they have you play same game FOUR TIMES (similar to D3). I don't mind playing twice at most. But the game should be played just once in my opinion.

They removed the last difficulty, so you need to beat it 3 times. You also get different skill gems in each difficulty.
 

Zeze

Lifer
Mar 4, 2011
11,395
1,176
126
They removed the last difficulty, so you need to beat it 3 times. You also get different skill gems in each difficulty.

normal
hell
nightmare
inferno

That's 4 (I know PoE uses different terms). What happened to good old games where you play it only once and enjoy every bit? Big skills & big enemies, not same small Imp that has +1500% stat boost.
 

CottonRabbit

Golden Member
Apr 28, 2005
1,026
0
0
normal
hell
nightmare
inferno

That's 4 (I know PoE uses different terms). What happened to good old games where you play it only once and enjoy every bit? Big skills & big enemies, not same small Imp that has +1500% stat boost.

Like I said, they removed the last difficulty after adding in act 3. That's 3. And like another poster said, it goes with the genre and enables item farming.
 

Krakn3Dfx

Platinum Member
Sep 29, 2000
2,969
1
81
So is this game going to ride on micro-transactions or is it free-to-play but not free-to-win? Sorry if this was already brought up, I browsed through the thread but couldn't find anything.

If it's good, I would really rather just pay $30-$40 for it flat and have everything as opposed some weird micro-transaction thing. Either way, I'll try it out this weekend though.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
So is this game going to ride on micro-transactions or is it free-to-play but not free-to-win? Sorry if this was already brought up, I browsed through the thread but couldn't find anything.

If it's good, I would really rather just pay $30-$40 for it flat and have everything as opposed some weird micro-transaction thing. Either way, I'll try it out this weekend though.

Its cosmetic microtransactions + more stash space. You start off with 4 tabs for all your characters and you can buy more if you wish with real money,
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I like that. That way you can get dibs on a character name...plus friends work by character instead of account. Makes having different groups of friends on different chars possible.
This is easily fixed with just a unique character ID that is hidden. The real problem for this name issue will arise if this game gets popular. Let's say 5 million players try this game, and at 5 characters per person. See how fast names that aren't just a bunch of random letters get taken up? UO had the best response for names: "Like in the real world, someone can have your name as well."

At least I got StunsNRoses and RangerWillRobinson before anyone else.
 

StinkyPinky

Diamond Member
Jul 6, 2002
6,880
1,081
126
First played this about a year ago...

Likes:

Flask system, and the fact they can be enchanted. Good idea.
Gem socket system. Nicely done, adds a lot to the game
Graphics, no shitty cartoon stuff.

Dislikes:

Bartering system. Time waster, would rather just have gold
Animations. Look a bit off at times.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
This is easily fixed with just a unique character ID that is hidden. The real problem for this name issue will arise if this game gets popular. Let's say 5 million players try this game, and at 5 characters per person. See how fast names that aren't just a bunch of random letters get taken up?

I never liked the unique serial number extension to names. I mean, if my name is taken and I want to take my name1337 I can, and I just gave it an extra number ID just like in the D3 method. But the difference is in D3 or other games the extra characters are picked by the server and become an extra thing you need to memorize and know. I'd rather pick my own number extension, at least then it can be something I will remember.

That said, I've had no problem naming all my characters without using extensions. Most of my names are made up names I've used previously in other games, and none include numbers or non-letter characters. Athyna, Malmyra, Kurros, Karnos etc. It's not that hard to get names as long as you don't expect all your characters to be named after real life terms or characters from books or other games.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I never liked the unique serial number extension to names. I mean, if my name is taken and I want to take my name1337 I can, and I just gave it an extra number ID just like in the D3 method. But the difference is in D3 or other games the extra characters are picked by the server and become an extra thing you need to memorize and know. I'd rather pick my own number extension, at least then it can be something I will remember.

That said, I've had no problem naming all my characters without using extensions. Most of my names are made up names I've used previously in other games, and none include numbers or non-letter characters. Athyna, Malmyra, Kurros, Karnos etc. It's not that hard to get names as long as you don't expect all your characters to be named after real life terms or characters from books or other games.

I don't mean like D3 where they add a number to your name. I mean you ca pick any name, and that character is just given a random ID that is hidden from the player. That ID, however, is what is used when added to friends and such. That way, everyone gets any name they want, and the game and still differentiate between them.


And there is a queue to play now? Well that isn't going to bode well after release. F2P or not, making people wait is super lame.
 
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pontifex

Lifer
Dec 5, 2000
43,804
46
91
there's a mob on that tidal island that shoots ice shards that stun you. keep getting stunlocked there with like 8 other mobs around me. can't move or do anything and always die.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
there's a mob on that tidal island that shoots ice shards that stun you. keep getting stunlocked there with like 8 other mobs around me. can't move or do anything and always die.

Don't do that quest until you outlevel it by 1-2 levels if you're on hardcore.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Good thing they had this open beta. Seems like they are adding more servers to keep up with the load.

So far I have leveled a Ranger to around 32 and am working on a Duelist. I really like how I've built my duelist so far. I do enjoy how the potions work. Some of the skill tree really annoys me though. Why do I have to take a +30 str node to make it to more bow damage on my Ranger?
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
Ok I gave the game a try...

PROS

º Generally feels and plays very much like a good Diablo 2 clone. I haven't had this much fun nor have I been this addicted in the infinite, unending quest of finding the next better item(s) in similar ARPG game ever since I played Titan Quest, and to some extent the original Sacred (not that Sacred 2 is "bad", but the first was better in my opinion). Heck, I should probably also say that I haven't had this much fun since Diablo 2, quite simply put.

º Gritty, well detailed graphics, adds to the general atmosphere. For example, one place that surprised me for looking not only great but also contributed to its own atmosphere (generally well crafted map) was the Submerged Passage. dark cavern-style maps. Additionally to that, there Prison maps (Brutus boss), reminiscent of the Halls in Diablo 3, but in a darker, grittier way, generally speaking feels a lot like some of the darker maps of the first Diablo, along with some from Diablo 2. Such as the Fetid Pool (in Path of Exile) which reminds me a bit of Act III's forests (in Diablo 2).

º Flasks ("Potions") system, well thought and efficient, can have magic affixes, etc. I even found a Flask which freaking Dispels fire effects upon activation, how awesome is that? Well it's freaking awesome that's what it is. There's also "instant" regen Flasks in the veins of Diablo 2's Rejuvenation (pink'ish) Potions, which is also a good thing. They replenish as you kill monsters and the screen doesn't end up filled with Over 9000 of them like it used to be in Diablo 2. You simply replace the ones you have if you find one that's better and they drop once in a while like any other items would, rather than having 4 of them per unique monster.

º Superb Skill Gems system, very clever and feels much more distinguished, much better than Diablo 3's or even Diablo 2's, and overall one of the best skills system I've seen in ARPGs, in my opinion.

º Random maps & monsters generation (necessary in ARGPs, in my opinion).

º Great general items system, in which a seemingly useless white item can be turned into a magical item and later a rare item, or have its magical properties re-generated anew, or even simply added upon (can't believe Blizzard never thought of that one for Diablo 3, where you not only leave white or grey items on the ground where they fell, but you'd also wish that they just wouldn't be pickable at all). In Path of Exile, Every. Single. Items dropping on the ground has potential value to it if you bother looking at it and invest resources on it. Which in itself could be considered a form of gambling, and that's good in ARGPs. Just as much as Crafting was also its own form of gambling back in Diablo 2 with the Blood or Cast Crafted orange items.

º The soundtrack of this game is a definite sleeper hit on its own for me. I normally do not expect to hear memorable melodies or ambient style music in similar games. In my opinion Diablo II's soundtrack was a great exception on its own, it was superb, but an exception nonetheless, games like that usually have a crappy OST. In Path of Exile's case it's just fitting. It's not like PoE's OST is the best thing since sliced bread nor do I want to make it sound "better than it really is". The thing is that it just fits the atmosphere, it's a soundtrack that seems to just naturally flow in with the map you happen to be playing in, it feels "spot on". It's not exactly "listen to it outside of the game" material, but I will definitely keep playing the game with its own music on.

There's one very short "clip" within in one specific track that - when each time I hear it - reminds me of one specific reoccurring musical theme played in the game Shadow Man (the original, which I still own and am still a big fan of even after all the years). When I heard that it gave me goosebumps. I haven't heard music composed in a similar way (even if it lasts for around five seconds of the track) in nearly a decade of playing games. It felt awesome. Seriously, PoE's OST (so far, still haven't finished the game) is simply good (and, no, I don't really like Diablo 3's OST generally speaking, although I do genuinely really like the main theme, the "Overture" orchestrated track).

CONS

º Animations. Indeed, before giving the game a try I watched its trailer and some other game-play footage on YouTube, and already at that point I could see how not varied it seemed to be, how "stiff" it was and that it really needed to be worked on. It's still true now, and even more so now that I actually play it and see it for myself.

It's not exactly "atrociously-bad"... I don't want to make it sound like absolute horror. But animations, in general (and generalizing here is pretty much simply stating a fact) are just... not... completed? I don't know. I mean I'm not saying that the animators of the dev team "don't know what they're doing", I'm sure they know, but well... I just hope that they're going to smooth out those animations, flesh them out, polish them, and add variety of animations, heck just "mirror" the single animation that keeps repeating itself when you use one skill. The "problem" (indirectly) here is that PoE is in 3D, and we're in 2013. So, yeah, I mean sure I know ok I get the point, right, I'm not that naive, it's a small dev team. But there's competition out there. The whole "it's all about game-play" mentality is viable, yes, but not financially viable enough. You need to show that you can come up with competitive material and not make your animations in a game released in 2013 look like it was released in 2004.

So the "big point" here? Well the point being that they need to work on that aspect if they want their game to become more competitive and not end up the way of the dodo. It's an action RPG, sure, but if I am to look at this same character for the next weeks or months at least make the battles, swings, blows and thrusts feel powerful, meaningful, directed, controlled... put it the way you want but make them look good. When I play Diablo 3's Barbarian and he Leaps or Charges around, a mere screen-shake wouldn't compensate for the actual animation itself, it simply feels grand and fittingly powerful for the character, the ground suffers from it when he lands from his Leap, and the monsters are literally catapulted to smithereens meters away from the point of impact after a Charge, and the original location of the Charge's starting point of the animation leaves a brief trace of red'ish glow of energy that fades away as the Barbarian executes his movement towards the targeted area.

Animations in a 2D game in the veins of similar games such as Sacred (the original) or Diablo 2 were not that "important". They happened to be good anyway since the devs were talented enough, but in 2D games I can more easily "tolerate" animations that wouldn't show much frames a second and seem to be stiff or too sudden, or feel "weak". But in a 3D game it shouldn't be the case anymore. It was for a time but that's understandable, when 3D gaming was relatively new and generally speaking most devs around were still working out the whole animation programs themselves and such. But it's 2013 now, I don't like it when I play a new or "recent enough" game when its animations are lacking to almost any degree. I still have nightmares about Oblivion and Fallout 3's diagonal and lateral animations (or lack thereof).

If you want a more accurate example coming directly from Path of Exile, just play as a Marauder and swing any weapons with any skills (including the basic attack). And tell me if it feels like a Marauder is performing said animations. The enemies don't even seem to suffer from anything. They die because their own dying animations demands them to die. It doesn't "feel like" the Marauder IS hitting anything. He swings "like this" and it's "like this" all the time, there's no variation, no "hump" power feeling to it, there's no soul during the battles. And this is an action RPG, which means you'll potentially look at "this one animation" or "that one" for a really, really long time, so hopefully you got some years of experience behind you when it came to older 2D games with lack of animations, because otherwise it might turn a lot of players off.

Hopefully GGG works on those animations over time. But I won't hold my breath, usually animations in games are simply never updated, unless said game has been funded and active for nearly a decade. I've honestly never seen anything along the lines of "animation patches" around (if there's any in history, let me know, I'm genuinely curious about that).

º The sounds. No, not the music, but the sounds. Similar to the animations, the sounds veriety and "hump" during battles, is seriously lacking. Most monsters are emitting the exact same grunts and growls, over, and over, and over... and over... and... over again, without much variation (if any at all). When you fight, your own character's magical or physical efforts seem completely... well... effortless. When my Marauder gets hit, he barely whispers a slight "ugh". When he swings or even leaps around, there's barely any audible will to do so on his part. Again, take Diablo 3 (heck, Diablo 2)'s Barbarian as an example, do I have to describe how it sounds to play him?

This is another aspect of the game that needs working. Give sounds more variety to start with, new ones that will add to the whole library of sounds assets in the game. Do that for monsters and the characters themselves. Then increase volume or I don't know... do something for combat-related sounds, especially for the Marauder, the guy sounds bored of all things.

º Maps and orientation confusion. I do like how the "minimap" (Tab key) ends up being about the same as Diablo 2's, even looks old-style, that's alright. Although an old-school map like that in a recent 3D game... dunno, I guess it looks cool for asthetics or you can just pretend that it's fun like this since it worked for D2, but D2 is also a game that was released more than a decade ago by now.

But, anyway, beyond the fact that I believe making a minimap like that wasn't "necessary" (I mean making it old-school style) I think that generally speaking knowing where you should go next isn't as obvious as it could be, nor it "should" be. This is perhaps quite subjective, as some players around won't mind actually "looking around" long enough until they coincidentally stumble upon the "right" map exit that will itself coincidentally lead you to the next "step" of the chapter. But some players like me consider ARGPs to be items-hunting mayhem, not exactly "pause my character here for a moment and open the map because I'm kinda lost right now" kind of mayhem. Maybe it's because I'm still new to the game, but I'm not "new" to this type of mapping system, heck it's pretty much exactly the same as D2's, which is a game I've played for nearly eight years of my life (although in retrospect I might have been lost for some time when I first played D2).

My "problem" about the map is just that it doesn't indicate the name of the map that an exit or an entrance leads to, or comes from. For example, if I open up to the map (with Tab) and I happened to have explored it all, it'll also show entrances and exits (orange "door" like archways). Well, on the map itself without having to point the cursor anywhere those doors should be named. If I'm in Terrace (I think it's the name of the first main map outside of the first town) and I need to go to the Submerged Passage, then the name itself "Submerged Passage" should be shown on-screen, on the map's corresponding entrance towards said next map, rather than being literally invisible until you physically get to that door with your character and hover your cursor on the door and see the name.

In addition to that, what contributes to my confusion is the general map's cardinal directions (when pressing 'U' which opens the "world map"). For example, if I only look at that map then I conclude that if I want to go kill Brutus then I got to head North (or North-East or so). But when I'm in the game's map itself and open up the minimap (with Tab) and only move north... then sometimes there's simply no entrances found nowhere north, nor is there any guarantee that even if there is an entrance north that it will lead you north in the general map anyway.

Example, I was in a map called Mud Flats, and on the general map from Mud Flats there's two paths towards the north (and one south towards to main Lioneye's Watch town). I wanted to go to Submerged Passage which, on the general map, is located north-east from Mud Flats, when the other path leads to Fetid Pool to the north-west. So within the Mud Flats map itself, after exploring it completely, I looked at the minimap and realized that there simply was no entrance going nowhere at all towards the north-east portion of said minimap. So I went towards the only entrance I saw, located to the west, other than the exit I came out from which was located to the south (from Terrace, the previous map to the south) and it lead to me the Submerged Passage anyway. Now the thing is, when I got to Submerged Passage and after exploring it, the only entrance towards the northern part of the map lead me to the second lower level of the Passage, even though on the general map, if I go north from Submerged Passage I should end up in "The Ledge", but I ended up in "Flooded Depths" (which is like Submerged Passage Level 2).

So, is that just a mere consequence of random map generation? Perhaps. If that's the case then they should "restrict" the randomization to "within" the maps themselves, and rather just keep the map "borders" fixed and not randomly regenerated, so that going north from 'x' map will lead you north to the next logical step as shown on the map world. In Diablo 2 most maps were also randomly generated, but some of them remained intact for clarity in direction. For example, Act 4, towards the Sanctuary, the map was always the "same" map, and the Sanctuary always towards the east, never changing, or the same can be said for Act V's Throne chamber with Baal's minions.

I think that PoE could benefit from "fixed" direction "pillars" (I.E. fixed mapping to some degree to limit confusion on direction). Although I'm aware, as I said, this is quite subjective as some people will consider this a non-issue and in fact would say that it contributes to "exploration". To each their own, I don't mind that much I can live with it, but it's a bit annoying, for now anyway.

º The currency system. I place this into "CONS" although it's not a "CON". I'd rather put that into a "Why" category. I mean, what was the goal, reinvent the wheel? Why not just having Gold, but perhaps just dropping less often? Problem solved? No? So they decided to... use scrolls instead... could as well just change the scrolls item to that of a Gold coin and make it drop 2 times as much and we're back into a Gold currency, we're not that far away from that with the current system. The difference being that we can also identify items with this "Gold" that happens to be a scroll. So if you identify too much stuff around you get poor... but we could as well pretend that we could just right-click on Gold coin in D3 and also happen to be able to ID items with that too. I mean... meh, I don't know. This whole scrolls currency system seems to me like they were trying a bit too hard to try "something new" for the sake of trying something new because "Gold currency is old" or something along the lines.

Maybe I don't put enough thought into it and I don't realize something that would otherwise be obvious. But for now I just don't get "why" they bothered with this. It could have remained Gold but you can also just limit it more if you want... I mean you're the devs so... make the corresponding algorithms to make things rare if you want but Gold can remain and it still works as a currency. Also, suspension of disbelief can't exactly work in all cases. Hey, sir, I'd like to buy you this two-handed mace, but I only have 2 scrolls out of the three that you're asking for. But see, kind merchant sir, the thing is I just went battling zombies in the Fetid Pool and the place is so humid that my scrolls are now wrenched, and wet, and worthless for now, can you still please accept them next time though. 'cause in between chances are I'm going to way daytime and it's gonna dry up a bit...

Anyway, seems too much efforts to change a system that didn't need changing (I.E. could have kept the Gold currency in but worked out rarity around if they wanted to).

OVERALL

A great game, definitely. I do have my cons about it. I have a bit more cons than what I mentioned above although most of the others being too subjective to be worth mentioning, and also minor in general. But, yeah generally speaking the pros of PoE far surpass the cons, in my opinion. In fact, if GGG (the devs) can work out those animations and sounds... JUST doing that would pretty much convince me to dedicate the next months to this nonetheless quite addicting game. It is fun, it really is, give it a chance guys. Seriously, despite the cons I can't believe a game like this is basically free with minor micro-transactions as their source of funding (which itself can be a concern, but time will tell).
 
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