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- - ๐๏ธ Jonathan Rogers, game director of Path of Exile 2, discusses the upcoming game in an interview.
- - ๐ฎ The main focus is on the endgame content in Path of Exile 2.
- - ๐ง Jonathan acknowledges the importance of a diverse and challenging endgame experience.
- - ๐ The game will start with limited endgame content during the Beta and Early Access period.
- - ๐บ๏ธ In-game map system and other mechanics will be available, but not as extensive as in Path of Exile 1 initially.
- - ๐ The goal is to have a substantial amount of endgame content by the full release of the game.
- - ๐๏ธ Pinnacle bosses are planned, with a storyline to make the endgame engaging and interesting.
- - ๐ Post-launch updates will focus on expanding endgame content and will be integrated into every league cycle.
- - ๐ The Beta duration is expected to be around six months, with a possibility of extending if necessary.
- - ๐ The transition from Beta to full release will be seamless, with minimal downtime for players.
- - ๐ค The team aims for a high-quality beta experience, hoping to surpass the standards of many AAA game releases.
- - ๐ The Beta is anticipated to include a large number of players to thoroughly test the in-game economy.
- - ๐ Supporters can access the Beta, and the team aims for widespread participation to ensure a robust testing environment.- ๐ก **Beta Testing Challenges:**
- - Testing timeline challenges discussed.
- - Difficulty in allocating sufficient time for testing before release.
- - ๐ฌ **Alpha Release Info:**
- - Mention of an alpha release for Path of Exile 2.
- - Emphasis on secrecy around alpha details.
- - ๐ **Iterative Development:**
- - Studio's fast and loose approach to development.
- - Limited time for extended alpha testing due to quick iteration.
- - ๐น๏ธ **Beta Content and Wipes:**
- - Discussion on a separate beta league.
- - Possibility of keeping characters from beta but with potential changes.
- - Beta resets and potential fresh economy starts.
- - ๐ **Beta Content Rollouts:**
- - Expectation of substantial content during beta.
- - Comparisons to a mini-league launch within the beta.
- - ๐ฎ **Interacting with Players:**
- - Excitement about engaging with players during development.
- - Desire to get back into the mode of playing the game and making changes.
- - ๐ **Transition from Beta to Launch:**
- - Uncertainty about having a league at launch.
- - The need for a noticeable change from the last beta league.
- - ๐๏ธ **Leagues and Expansions Model:**
- - Following a similar model to PoE1 with three-month cycles.
- - Larger expansions approximately once a year, focusing on endgame content.
- - Flexibility to adapt based on the evolving needs of the game.
- - ๐ **Expansions and Class Additions:**
- - Discussion on potential class additions.
- - Mention of not adding base classes but considering more ascendancy classes in the future.- ๐ฌ The S (Scion) class might not make a return due to complexities in skill tree planning and design considerations.
- - ๐ The center of the skill tree posed challenges in determining the paths and allocation of points for various classes.
- - ๐ซ The speaker doesn't think the S is necessary anymore with the current classes in the game.
- - ๐ The skill tree in Path of Exile 2 still allows for cross-class combinations and diverse character builds.
- - ๐ Passive tree preview before the beta launch is likely, but a full reveal might come closer to the release.
- - ๐ฐ Gold will play a role in the trading system, with an interface on the website for searching and instant buyouts.
- - ๐ The non-gold-based player-to-player trade will still be available, and the web interface may be used for both systems.
- - ๐ The web interface may have a checkbox for instant buyouts, while traditional player-to-player trade remains an option.
- - ๐ The gold system aims to feel reasonable, and the balance will be adjusted to encourage usage without making the other system obsolete.
- - ๐ Currency trading may have a different system, and there might be an in-game interface for it without the need for a website.
- - ๐ The goal of SSF (Solo Self-Found) isn't necessarily to incentivize everyone; there's a focus on providing game modes for different preferences.
- - ๐ The speaker expresses some hesitation about adding extra rewards or bonuses for SSF, as it might not align with the intended experience.
- - ๐ The stance on SSF incentives may have softened a bit, but there's still a consideration of the impact on player satisfaction.- ๐ **Migration Concerns:**
- - Migration from SSF to trade leagues raises concerns.
- - Maintaining sanctity of SSF while allowing migration is a delicate balance.
- - Adding advantages to SSF may complicate migration solutions.
- - ๐ **Item Exchange in Last Epoch:**
- - Last Epoch restricts the exchange of specific items, addressing migration concerns.
- - There's skepticism about whether this approach completely eliminates migration issues.
- - ๐ **Quality of Life Features:**
- - Auto pickup for gold is implemented for convenience.
- - Pickup radius as a stat is not currently planned.
- - Auto stashing has limitations to maintain the game's challenge.
- - ๐๏ธ **Inventory Space and Item Size:**
- - Inventory space remains the same; no significant changes.
- - Disapproval of one-slot items due to preference for realistic representation and RPG feel.
- - ๐งน **Reducing Loot and Loot Filters:**
- - Efforts to make loot more relevant by reducing currency and items.
- - In-game loot filters exist but lack an interface for customization.
- - Reluctance to add an in-game interface, preferring community tools like FilterBlade.
- - ๐ฅ๏ธ **Community Tools vs. In-Game Features:**
- - Skepticism about the necessity of in-game loot filter customization.
- - Advocacy for community tools being more adaptable and user-friendly.
- - Emphasis on players being capable of creating interfaces for customization.
- - ๐ **Online Tools and Game Client Integration:**
- - Advocacy for having tools outside the game client, such as Wikis and loot filters.
- - Belief that a web browser provides a better experience for extensive information.
- - Concerns about pushing everything into the game client, preferring multitasking on a PC.
- - ๐ค **Addressing Annoyances and User Experience:**
- - Questioning the source of annoyance regarding external tools.
- - Emphasizing personal preference for multitasking and using external tools for a better user experience.- ๐ฎ **Immersion Breakage:** Opening an external wiki during gameplay can break the immersion and flow of the game, affecting the overall experience.
- - ๐ **In-Game Wiki:** A suggestion to have an in-game Wiki similar to Baldur's Gate 3, allowing players to lock popups and get more information about individual mechanics without leaving the game.
- - ๐ **Advanced Tool Tips:** The idea of having more advanced tooltips that can be opened selectively or through a keypress is considered helpful, potentially eliminating the need for a full in-game Wiki.
- - ๐ **Community Resources:** Acknowledgment of community resources like guides and websites, but emphasis on ensuring that essential mechanics are explained in the game itself.
- - ๐ **External Browser:** Expressing uncertainty about whether opening a Wiki in the game client or an external browser makes a significant difference in immersion.
- - โ๏ธ **Game Mechanics Explanation:** The importance of having basic information about game mechanics, like how Energy Shield works, explained within the game to avoid the need for external references.
- - ๐ ๏ธ **Improved Help in Game:** Mentioning plans for improved in-game help, including tooltips about mechanics when items mention them.
- - ๐ **Interaction with UI:** Confirmation that players will be able to manipulate their inventory while using WSD movement, acknowledging potential advantages for racers.
- - ๐บ๏ธ **Radius Visualization:** Consideration of adding a clear way to show the radius in-game, possibly through extra tooltips or a button press to display a circle around the character.
- - ๐ง **Crafting Vision:** The desire for players to engage with crafting more frequently in Path of Exile 2, attempting to make it a common interaction with items.
- - ๐งฉ **Crafting Systems Integration:** Mention of plans to limit the scope of certain crafting systems, making them applicable to specific item types or mods to prevent a combinatorial explosion of interactions.
- - ๐ **Scope Limitation:** Exploring the idea of limiting the scope of crafting systems to specific item types or mods to maintain a variety of interesting interactions without overwhelming complexity.- ๐ฎ **Variety in Systems**: The speaker enjoys having a variety of systems in games that interact in interesting ways, enhancing player engagement and exploration.
- - ๐ ๏ธ **Crafting Dynamics**: Discusses the impact of crafting in games, emphasizing the need for both high-end and more frequent, accessible crafting opportunities to keep players engaged.
- - ๐ **Economy and Item Usage**: Highlights concerns about the economy and item usage in games, specifically around crafting and the importance of making each action with items meaningful.
- - ๐ฒ **Balance Between Randomness and Control**: The conversation touches on finding the right balance in game mechanics, particularly crafting, to avoid excessive randomness while still maintaining a sense of unpredictability and engagement.
- - ๐บ๏ธ **Map Crafting and Economy**: Examines the challenges and considerations in designing a balanced and engaging system for crafting maps in games, ensuring that players feel rewarded without making the process too predictable or exploitable.
- - ๐ก **Influence from Other Games**: While the speaker draws inspiration from a broad range of games, not just ARPGs, they acknowledge the importance of learning from the genre's evolving standards, especially in areas like trade systems.
- - ๐ **Evolving Game Design**: Reflects on how player expectations and industry standards influence game design decisions, especially regarding systems like crafting and trading in ARPGs.- ๐ฎ The decision to create a sequel was driven by the need to stay part of the Next Generation of action RPGs.
- - ๐ Emphasis on modernizing and innovating to maintain and grow the player base.
- - ๐ค Concerns about plateauing and potential decline led to the decision to start a new project.
- - ๐จ๏ธ Diablo 4 (D4) and Path of Exile 2 (P2) comparison:
- - ๐คบ Combat feel is a significant difference, with P2 aiming for a more action game style.
- - ๐ Embracing complexity and depth, with P2 having more tools for players.
- - ๐ Live service approach comparison, with a belief in handling long-term maintenance differently.
- - ๐งโ๐คโ๐ง Player solo vs. group friendliness:
- - ๐ค All content in P2 should be playable solo, but open to improving group features.
- - ๐ Balance between solo and group play to ensure equal rewards and enjoyment.
- - ๐ Acknowledgment of the evolving gaming ecosystem with third-party platforms like Discord.
- - ๐ค Social tools discussion:
- - ๐ง Notice board feature in P2, with potential room for improvement.
- - ๐ค Emphasis on whether to promote making friends within the game.
- - โ Open question on how to best facilitate and promote social interactions.
- - ๐ Cross-build synergy in P2:
- - ๐ Natural cross-build synergy due to the physical sense of interactions between skills.
- - ๐คฏ Concerns about potential excess cross-build synergy and its impact on multiplayer advantage.
- - ๐ Future considerations for in-game solutions like LFG features:
- - ๐ค Concerns about promoting the idea of being carried through the game.
- - ๐ Discussions on potential in-game solutions for group activities and carries.
- - โ Open question on balancing in-game features with player agency and self-accomplishment.- ๐ฌ **In-Game Solutions:**
- - Developers discussed addressing certain behaviors in the game but decided against implementing in-game solutions.
- - Current tools allow players to create groups for specific activities, but they are not widely utilized.
- - ๐ฎ **Game Philosophy on Builds:**
- - Developers want everything to be possible in the game but acknowledge the trade-off in effectiveness for one-button builds.
- - Embrace automation but balance it with Spirit cost, encouraging players to make strategic choices in their builds.
- - ๐ **Build Complexity and Gameplay:**
- - Path of Exile 2 builds may involve more actions, combos, and decision-making compared to PoE1.
- - Complexity in gameplay is intended, but developers emphasize the importance of player choice and the possibility of one-button builds.
- - ๐ **Player Progression and Difficulty:**
- - Players are expected to progress in difficulty based on their ability to handle challenges and the economic benefits gained.
- - The campaign may lack the economic barrier, but extra goals and objectives provide additional challenges.
- - ๐ค **Addressing Power Creep:**
- - Developers acknowledge the potential for power creep but emphasize the challenge of quantifying balance decisions.
- - While one-button builds may become effective at high levels, the goal is to maintain engaging content that requires thoughtful engagement.
- - ๐ **Avoiding Rapid Power Creep:**
- - Developers aim to prevent the game from becoming too easy too quickly, learning from past experiences in Path of Exile 1.
- - Acknowledgement of the importance of balancing the difficulty curve to ensure engaging gameplay even at high levels.- ๐ช Acknowledgment of challenges: "not going to say currently we have like an extremely high power level"
- - ๐ข Metaphor about the state of the game: "the ship has kind of sailed at this point"
- - ๐ค Questioning the status quo: "has the ship sailed on pee1 balance or has it?"
- - ๐ Desire for balance restoration: "should we rebalance pee1 to the point where it's more like how it was about three or four years ago"
- - ๐ Studio dissatisfaction with recent game state: "I don't think anyone here is really happy with the level of what's gone on in the last few years"
- - ๐ ๏ธ Balancing challenges and player satisfaction: "don't rock the boat so much... it always has to be fun"
- - ๐ Crossplay consideration: "we're going to be talking about that a little bit later"
- - ๐ฎ Philosophy on game-breaking issues: "during the beta, we have to reserve the right to fix things that will break your build"
- - ๐ Approach to overpowered builds post-release: "we kind of don't really want to screw around too much with that"
- - ๐ ๏ธ Change in Respec system: "current Respec system actually uses gold, cheaper at low levels and more expensive at high levels"
- - โ Uncertainty about Alret's existence: "my current impulse is no for that"
- - ๐ฎ Plans for in-game competition: "cool to have more things that you can compete on," considering more ladders and competitions.
- - ๐ **Meta Classes in PoE2**
- - In PoE1, meta classes were somewhat behind ranged play styles.
- - In PoE2, efforts have been made to balance and improve melee, addressing animation problems from the previous version.
- - The motivation for changes in PoE2 includes significant improvements to melee.
- - ๐ฒ **Bad Luck Protection**
- - Question about implementing a bad luck protection system for drops.
- - Sympathy is limited, emphasizing the impact of large numbers ensuring eventual rewards.
- - Changes in the game mechanics might address the issue.
- - ๐ญ **Critical Strikes**
- - Critical strike system has changed in PoE2.
- - Specific details about the changes are not recalled.
- - Changes involve stats available in the skill tree and items, affecting how crit works.
- - ๐ฅ๏ธ **Third-Party Tools**
- - Devs prefer minimizing the need for third-party mods in the game client.
- - Open to websites and external tools but cautious about actual client modifications.
- - ๐น **Dodge Roll Modification**
- - Possible modifications to the dodge roll, influenced by spirit reservations and other factors.
- - Stacking dodge roll distance unlikely but some interesting changes are introduced.
- - ๐ **Mirror Rarity**
- - The Mirror of Kalandra remains rare in PoE2.
- - Intended for high-end gameplay and still a scarce and valuable item.
- - ๐ ๏ธ **Crafting Bench and Recipe Unlocking**
- - No details shared about the crafting bench and recipe unlocking.
- - Devs reluctant to discuss crafting bench specifics at this time.
- - ๐ฎ **Seamless Transition: Keyboard, Mouse, Controller**
- - Ability to switch between keyboard/mouse and controller with a button press.
- - No mention of additional seamless transition features.
- - โฉ **Skip Campaign or Boosting**
- - No plans for skipping the campaign or boosting characters.
- - The second character in a league benefits from better gear and resources, making the campaign faster.
- - ๐ **Campaign Difficulty on Subsequent Characters**
- - Campaign inherently easier on subsequent characters due to accumulated resources and better items.
- - The advantage of faster progression on the second character is acknowledged.
- - ๐ **Campaign Unlockable Advantages**
- - No plans for specific unlocks to fast forward the campaign.
- - The inherent advantages of a second character in a league are recognized.
- - ๐ **Repeat Questions and Wrap-Up**
- - The interviewer acknowledges that many questions have been previously answered in various interviews.
- - Wrapping up the interview, expressing gratitude for the insights shared by Jonathan, the game director of PoE2.
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