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Path of Exile 2 - Release in 2024? Easy Respec? Endgame, Beta & More - Interviewing Jonathan Rogers

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Feb 12th, 2024
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  1. - ๐ŸŽ™๏ธ Jonathan Rogers, game director of Path of Exile 2, discusses the upcoming game in an interview.
  2. - ๐ŸŽฎ The main focus is on the endgame content in Path of Exile 2.
  3. - ๐Ÿง  Jonathan acknowledges the importance of a diverse and challenging endgame experience.
  4. - ๐Ÿš€ The game will start with limited endgame content during the Beta and Early Access period.
  5. - ๐Ÿ—บ๏ธ In-game map system and other mechanics will be available, but not as extensive as in Path of Exile 1 initially.
  6. - ๐ŸŒ The goal is to have a substantial amount of endgame content by the full release of the game.
  7. - ๐Ÿž๏ธ Pinnacle bosses are planned, with a storyline to make the endgame engaging and interesting.
  8. - ๐Ÿ”„ Post-launch updates will focus on expanding endgame content and will be integrated into every league cycle.
  9. - ๐Ÿ•’ The Beta duration is expected to be around six months, with a possibility of extending if necessary.
  10. - ๐Ÿš€ The transition from Beta to full release will be seamless, with minimal downtime for players.
  11. - ๐Ÿค” The team aims for a high-quality beta experience, hoping to surpass the standards of many AAA game releases.
  12. - ๐ŸŒ The Beta is anticipated to include a large number of players to thoroughly test the in-game economy.
  13. - ๐Ÿ“ˆ Supporters can access the Beta, and the team aims for widespread participation to ensure a robust testing environment.- ๐Ÿ’ก **Beta Testing Challenges:**
  14. - Testing timeline challenges discussed.
  15. - Difficulty in allocating sufficient time for testing before release.
  16.  
  17. - ๐Ÿ’ฌ **Alpha Release Info:**
  18. - Mention of an alpha release for Path of Exile 2.
  19. - Emphasis on secrecy around alpha details.
  20.  
  21. - ๐Ÿ”„ **Iterative Development:**
  22. - Studio's fast and loose approach to development.
  23. - Limited time for extended alpha testing due to quick iteration.
  24.  
  25. - ๐Ÿ•น๏ธ **Beta Content and Wipes:**
  26. - Discussion on a separate beta league.
  27. - Possibility of keeping characters from beta but with potential changes.
  28. - Beta resets and potential fresh economy starts.
  29.  
  30. - ๐Ÿš€ **Beta Content Rollouts:**
  31. - Expectation of substantial content during beta.
  32. - Comparisons to a mini-league launch within the beta.
  33.  
  34. - ๐ŸŽฎ **Interacting with Players:**
  35. - Excitement about engaging with players during development.
  36. - Desire to get back into the mode of playing the game and making changes.
  37.  
  38. - ๐ŸŒ **Transition from Beta to Launch:**
  39. - Uncertainty about having a league at launch.
  40. - The need for a noticeable change from the last beta league.
  41.  
  42. - ๐Ÿ—“๏ธ **Leagues and Expansions Model:**
  43. - Following a similar model to PoE1 with three-month cycles.
  44. - Larger expansions approximately once a year, focusing on endgame content.
  45. - Flexibility to adapt based on the evolving needs of the game.
  46.  
  47. - ๐ŸŒ **Expansions and Class Additions:**
  48. - Discussion on potential class additions.
  49. - Mention of not adding base classes but considering more ascendancy classes in the future.- ๐Ÿ’ฌ The S (Scion) class might not make a return due to complexities in skill tree planning and design considerations.
  50. - ๐Ÿ”„ The center of the skill tree posed challenges in determining the paths and allocation of points for various classes.
  51. - ๐Ÿšซ The speaker doesn't think the S is necessary anymore with the current classes in the game.
  52. - ๐Ÿ”„ The skill tree in Path of Exile 2 still allows for cross-class combinations and diverse character builds.
  53. - ๐ŸŒ Passive tree preview before the beta launch is likely, but a full reveal might come closer to the release.
  54. - ๐Ÿ’ฐ Gold will play a role in the trading system, with an interface on the website for searching and instant buyouts.
  55. - ๐Ÿ”„ The non-gold-based player-to-player trade will still be available, and the web interface may be used for both systems.
  56. - ๐Ÿ”„ The web interface may have a checkbox for instant buyouts, while traditional player-to-player trade remains an option.
  57. - ๐Ÿ”„ The gold system aims to feel reasonable, and the balance will be adjusted to encourage usage without making the other system obsolete.
  58. - ๐Ÿ”„ Currency trading may have a different system, and there might be an in-game interface for it without the need for a website.
  59. - ๐Ÿ”„ The goal of SSF (Solo Self-Found) isn't necessarily to incentivize everyone; there's a focus on providing game modes for different preferences.
  60. - ๐Ÿ”„ The speaker expresses some hesitation about adding extra rewards or bonuses for SSF, as it might not align with the intended experience.
  61. - ๐Ÿ”„ The stance on SSF incentives may have softened a bit, but there's still a consideration of the impact on player satisfaction.- ๐Ÿ”„ **Migration Concerns:**
  62. - Migration from SSF to trade leagues raises concerns.
  63. - Maintaining sanctity of SSF while allowing migration is a delicate balance.
  64. - Adding advantages to SSF may complicate migration solutions.
  65.  
  66. - ๐ŸŒ **Item Exchange in Last Epoch:**
  67. - Last Epoch restricts the exchange of specific items, addressing migration concerns.
  68. - There's skepticism about whether this approach completely eliminates migration issues.
  69.  
  70. - ๐Ÿ” **Quality of Life Features:**
  71. - Auto pickup for gold is implemented for convenience.
  72. - Pickup radius as a stat is not currently planned.
  73. - Auto stashing has limitations to maintain the game's challenge.
  74.  
  75. - ๐ŸŽš๏ธ **Inventory Space and Item Size:**
  76. - Inventory space remains the same; no significant changes.
  77. - Disapproval of one-slot items due to preference for realistic representation and RPG feel.
  78.  
  79. - ๐Ÿงน **Reducing Loot and Loot Filters:**
  80. - Efforts to make loot more relevant by reducing currency and items.
  81. - In-game loot filters exist but lack an interface for customization.
  82. - Reluctance to add an in-game interface, preferring community tools like FilterBlade.
  83.  
  84. - ๐Ÿ–ฅ๏ธ **Community Tools vs. In-Game Features:**
  85. - Skepticism about the necessity of in-game loot filter customization.
  86. - Advocacy for community tools being more adaptable and user-friendly.
  87. - Emphasis on players being capable of creating interfaces for customization.
  88.  
  89. - ๐ŸŒ **Online Tools and Game Client Integration:**
  90. - Advocacy for having tools outside the game client, such as Wikis and loot filters.
  91. - Belief that a web browser provides a better experience for extensive information.
  92. - Concerns about pushing everything into the game client, preferring multitasking on a PC.
  93.  
  94. - ๐Ÿค” **Addressing Annoyances and User Experience:**
  95. - Questioning the source of annoyance regarding external tools.
  96. - Emphasizing personal preference for multitasking and using external tools for a better user experience.- ๐ŸŽฎ **Immersion Breakage:** Opening an external wiki during gameplay can break the immersion and flow of the game, affecting the overall experience.
  97.  
  98. - ๐Ÿ“š **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.
  99.  
  100. - ๐Ÿ” **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.
  101.  
  102. - ๐Ÿ“– **Community Resources:** Acknowledgment of community resources like guides and websites, but emphasis on ensuring that essential mechanics are explained in the game itself.
  103.  
  104. - ๐ŸŒ **External Browser:** Expressing uncertainty about whether opening a Wiki in the game client or an external browser makes a significant difference in immersion.
  105.  
  106. - โš™๏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.
  107.  
  108. - ๐Ÿ› ๏ธ **Improved Help in Game:** Mentioning plans for improved in-game help, including tooltips about mechanics when items mention them.
  109.  
  110. - ๐Ÿ”„ **Interaction with UI:** Confirmation that players will be able to manipulate their inventory while using WSD movement, acknowledging potential advantages for racers.
  111.  
  112. - ๐Ÿ—บ๏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.
  113.  
  114. - ๐Ÿ”ง **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.
  115.  
  116. - ๐Ÿงฉ **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.
  117.  
  118. - ๐Ÿ” **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.- ๐ŸŽฎ **Variety in Systems**: The speaker enjoys having a variety of systems in games that interact in interesting ways, enhancing player engagement and exploration.
  119.  
  120. - ๐Ÿ› ๏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.
  121.  
  122. - ๐Ÿ”„ **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.
  123.  
  124. - ๐ŸŽฒ **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.
  125.  
  126. - ๐Ÿ—บ๏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.
  127.  
  128. - ๐Ÿ’ก **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.
  129.  
  130. - ๐Ÿ”„ **Evolving Game Design**: Reflects on how player expectations and industry standards influence game design decisions, especially regarding systems like crafting and trading in ARPGs.- ๐ŸŽฎ The decision to create a sequel was driven by the need to stay part of the Next Generation of action RPGs.
  131. - ๐Ÿ”„ Emphasis on modernizing and innovating to maintain and grow the player base.
  132. - ๐Ÿค” Concerns about plateauing and potential decline led to the decision to start a new project.
  133. - ๐Ÿ—จ๏ธ Diablo 4 (D4) and Path of Exile 2 (P2) comparison:
  134. - ๐Ÿคบ Combat feel is a significant difference, with P2 aiming for a more action game style.
  135. - ๐Ÿ”„ Embracing complexity and depth, with P2 having more tools for players.
  136. - ๐ŸŒ Live service approach comparison, with a belief in handling long-term maintenance differently.
  137. - ๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘ Player solo vs. group friendliness:
  138. - ๐Ÿค” All content in P2 should be playable solo, but open to improving group features.
  139. - ๐Ÿ”„ Balance between solo and group play to ensure equal rewards and enjoyment.
  140. - ๐ŸŒ Acknowledgment of the evolving gaming ecosystem with third-party platforms like Discord.
  141. - ๐Ÿค Social tools discussion:
  142. - ๐Ÿง Notice board feature in P2, with potential room for improvement.
  143. - ๐Ÿค Emphasis on whether to promote making friends within the game.
  144. - โ“ Open question on how to best facilitate and promote social interactions.
  145. - ๐Ÿ”„ Cross-build synergy in P2:
  146. - ๐Ÿ”„ Natural cross-build synergy due to the physical sense of interactions between skills.
  147. - ๐Ÿคฏ Concerns about potential excess cross-build synergy and its impact on multiplayer advantage.
  148. - ๐Ÿš€ Future considerations for in-game solutions like LFG features:
  149. - ๐Ÿค” Concerns about promoting the idea of being carried through the game.
  150. - ๐ŸŒ Discussions on potential in-game solutions for group activities and carries.
  151. - โ“ Open question on balancing in-game features with player agency and self-accomplishment.- ๐Ÿ’ฌ **In-Game Solutions:**
  152. - Developers discussed addressing certain behaviors in the game but decided against implementing in-game solutions.
  153. - Current tools allow players to create groups for specific activities, but they are not widely utilized.
  154.  
  155. - ๐ŸŽฎ **Game Philosophy on Builds:**
  156. - Developers want everything to be possible in the game but acknowledge the trade-off in effectiveness for one-button builds.
  157. - Embrace automation but balance it with Spirit cost, encouraging players to make strategic choices in their builds.
  158.  
  159. - ๐Ÿ”„ **Build Complexity and Gameplay:**
  160. - Path of Exile 2 builds may involve more actions, combos, and decision-making compared to PoE1.
  161. - Complexity in gameplay is intended, but developers emphasize the importance of player choice and the possibility of one-button builds.
  162.  
  163. - ๐ŸŒ **Player Progression and Difficulty:**
  164. - Players are expected to progress in difficulty based on their ability to handle challenges and the economic benefits gained.
  165. - The campaign may lack the economic barrier, but extra goals and objectives provide additional challenges.
  166.  
  167. - ๐Ÿค” **Addressing Power Creep:**
  168. - Developers acknowledge the potential for power creep but emphasize the challenge of quantifying balance decisions.
  169. - While one-button builds may become effective at high levels, the goal is to maintain engaging content that requires thoughtful engagement.
  170.  
  171. - ๐Ÿ“‰ **Avoiding Rapid Power Creep:**
  172. - Developers aim to prevent the game from becoming too easy too quickly, learning from past experiences in Path of Exile 1.
  173. - Acknowledgement of the importance of balancing the difficulty curve to ensure engaging gameplay even at high levels.- ๐Ÿ’ช Acknowledgment of challenges: "not going to say currently we have like an extremely high power level"
  174. - ๐Ÿšข Metaphor about the state of the game: "the ship has kind of sailed at this point"
  175. - ๐Ÿค” Questioning the status quo: "has the ship sailed on pee1 balance or has it?"
  176. - ๐Ÿ”„ 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"
  177. - ๐Ÿ˜• 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"
  178. - ๐Ÿ› ๏ธ Balancing challenges and player satisfaction: "don't rock the boat so much... it always has to be fun"
  179. - ๐ŸŒ Crossplay consideration: "we're going to be talking about that a little bit later"
  180. - ๐ŸŽฎ Philosophy on game-breaking issues: "during the beta, we have to reserve the right to fix things that will break your build"
  181. - ๐Ÿ›‘ Approach to overpowered builds post-release: "we kind of don't really want to screw around too much with that"
  182. - ๐Ÿ› ๏ธ Change in Respec system: "current Respec system actually uses gold, cheaper at low levels and more expensive at high levels"
  183. - โ“ Uncertainty about Alret's existence: "my current impulse is no for that"
  184. - ๐ŸŽฎ Plans for in-game competition: "cool to have more things that you can compete on," considering more ladders and competitions.
  185. - ๐Ÿ”„ **Meta Classes in PoE2**
  186. - In PoE1, meta classes were somewhat behind ranged play styles.
  187. - In PoE2, efforts have been made to balance and improve melee, addressing animation problems from the previous version.
  188. - The motivation for changes in PoE2 includes significant improvements to melee.
  189.  
  190. - ๐ŸŽฒ **Bad Luck Protection**
  191. - Question about implementing a bad luck protection system for drops.
  192. - Sympathy is limited, emphasizing the impact of large numbers ensuring eventual rewards.
  193. - Changes in the game mechanics might address the issue.
  194.  
  195. - ๐ŸŽญ **Critical Strikes**
  196. - Critical strike system has changed in PoE2.
  197. - Specific details about the changes are not recalled.
  198. - Changes involve stats available in the skill tree and items, affecting how crit works.
  199.  
  200. - ๐Ÿ–ฅ๏ธ **Third-Party Tools**
  201. - Devs prefer minimizing the need for third-party mods in the game client.
  202. - Open to websites and external tools but cautious about actual client modifications.
  203.  
  204. - ๐Ÿน **Dodge Roll Modification**
  205. - Possible modifications to the dodge roll, influenced by spirit reservations and other factors.
  206. - Stacking dodge roll distance unlikely but some interesting changes are introduced.
  207.  
  208. - ๐Ÿ” **Mirror Rarity**
  209. - The Mirror of Kalandra remains rare in PoE2.
  210. - Intended for high-end gameplay and still a scarce and valuable item.
  211.  
  212. - ๐Ÿ› ๏ธ **Crafting Bench and Recipe Unlocking**
  213. - No details shared about the crafting bench and recipe unlocking.
  214. - Devs reluctant to discuss crafting bench specifics at this time.
  215.  
  216. - ๐ŸŽฎ **Seamless Transition: Keyboard, Mouse, Controller**
  217. - Ability to switch between keyboard/mouse and controller with a button press.
  218. - No mention of additional seamless transition features.
  219.  
  220. - โฉ **Skip Campaign or Boosting**
  221. - No plans for skipping the campaign or boosting characters.
  222. - The second character in a league benefits from better gear and resources, making the campaign faster.
  223.  
  224. - ๐Ÿ”„ **Campaign Difficulty on Subsequent Characters**
  225. - Campaign inherently easier on subsequent characters due to accumulated resources and better items.
  226. - The advantage of faster progression on the second character is acknowledged.
  227.  
  228. - ๐Ÿš€ **Campaign Unlockable Advantages**
  229. - No plans for specific unlocks to fast forward the campaign.
  230. - The inherent advantages of a second character in a league are recognized.
  231.  
  232. - ๐Ÿ”„ **Repeat Questions and Wrap-Up**
  233. - The interviewer acknowledges that many questions have been previously answered in various interviews.
  234. - Wrapping up the interview, expressing gratitude for the insights shared by Jonathan, the game director of PoE2.
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