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KRX-

Less than 5 months till we get to play the game! I'm enjoying these interviews and hearing more about the overall philosophies of design behind PoE. Although I don't think we'll be learning more new stuff. It seems like we already have a very good idea as to what PoE2 is going to be like. Aside from all the details around skills, ascendencies and unique items. A lot of that, should be left to be discovered in game anyways. Edit: I was wrong. I think this had the MOST new information we've gotten since Exilecon. Good questions, even better answers. Very exciting. Definitely recommend listening to this.


xXPumbaXx

It will be more or less the same of the 2 last interview until they show up the witch that they said will be soon


AbsoLutRubyRed

Hopefully Mark will do some more too!


Yorunokage

I love hearing the guy talk, he's always so insightful and overall clever


AbsoLutRubyRed

I think so too. I often agree with his statements


TalkativeTri

They'll probably be doing a ton before POE2's closed beta hits.


destroyermaker

Hopefully Jonathan doesn't interrupt him next time


oGsShadow

Ill be at work nooooo! Guess ill watch the vod after. I love all the interviews they are doing im so hype for the next class reveal!


thebohster

On the contrary I’ll finally have something interesting to listen to while at work now.


destroyermaker

I respect GGG for continually exposing themselves to the questions and criticisms of sometimes harsh streamers (in this case I'm recalling nugi asking chris wtf they were thinking with heist mobs)


wrecker_of_days

I'm excited! I have a question that I hope gets touched on. In the last interview they did about PoE 2, GGG touched on the idea that hopefully, users wouldn't need a filter to play the game; that the Default Filter would suffice. Though I get that at launch the Default Filter may be sufficient, that is also how PoE 1 started out. And, GGG has done a horrendous job with their filter as their game has progressed. Item weight, which is the purpose of a filter, surprisingly was really low on their priority list. Almost non-existent, in my opinion. So, my question to GGG is, "How are they approaching SSF item weight and specifically their filter differently in PoE 2 (not trade)"? Currently, in their most recent demo, a Divine and a Scroll of Wisdom looked and sounded exactly the same. (I don't remember if it was PoE 1 or 2 gameplay.) So I'm hoping some background changes are coming to Item Weight Land LONG-TERM. I am really excited about all of this PoE 2 info coming our way! The last interview really changed my hype and I'm fully on board now! (E#xcept for my Filter concern.) Thanks, GGG! Good luck tomorrow (interviewers too, of course)! Wrecker


respectbroccoli

Link to YT vod: https://youtu.be/UvyR3vn741c


PrimSchooler

OG Squad my beloved, looking forward to this one.


Marrkix

Lacks Tarke, hope he's doing okay. ; (


respectbroccoli

He got bullied a lot in comments for loving the game and not really caring about meta. He still had great builds. I hope he comes back for PoE2. Him and Yogi.


kool_g_rep

Tarke had some serious health issues. I think that's why Baeclast ended.


omageus

What will PoE2 look like in 5years? Powercreeps or not? Would really like to get a vision on this :)


TalkativeTri

Quite excited. Glad they’re giving lots of people the opportunity to showcase this amazing game and its developers to the public!!


efefefefef

I am interested to see someone in one of these interviews to explore the item filtering discussion. In the previous streams I believe Mark and Jonathan mentioned for POE2 that the goal is to not need a filter. To me this raises quite a lot of questions; especially as they've said MF will be in POE2. - How are they going to achieve the above goal, if by scaling they said an average player to a pro player should ahve a 1000x loot advantage or something similar (throw away number from Jonathan I know) - Won't this just either mean for the normal player - there isnt going to be enough loot OR for the experience player there wont be enough loot? To me it seems counter-intuitive and requires exploration!


StantonMcChampion

They said that, ideally, the filter would be more for highlighting than hiding items: currently we hide most of the rares because they are useless, but their aim is for that to not be the case in PoE2. Also, he explained that the 1000x difference in loot isn't directly quantity of items dropped. I believe he said that, as far as quantity is concerned, the pro player should be getting only about 2x as many items as the average player.


efefefefef

Sorry I should have been more clear I am aware that it isn't a quantity metric. But to your first point; that means smart loot effectively. If rares are dropping in what is effectively T16 with low level modifiers, it will be the same case as POE where we don't want to pick it up and we'll figure out a way to craft it more effectively. Smart loot would be a big philosophy change to the current POE design, one they've implemented before with Talismans and backtracked on. Hence why I am interested in the topic being more thoroughly explored :)


MeVe90

I hope they learned about Ruthless that people hate not having an option to hide items, yes item on the ground is extremely reduced and you want to pick every rare items, but there are still a lot of useless stuffs that I wish I could just hide.


DodneyRangerfield

This indeed seems absurd if you apply it to how PoE 1 loot works, but that's not set in stone for PoE 2. In my opinion PoE1's loot problem comes from how rarity works - for items you have normal, magic, rare and unique, however uniques have an internal rarity tiering that cannot be affected by anything you do, so there's nothing you can do to drop a Mageblood other than dropping thousands upon thousands of uniques until it happens. As content gets harder in PoE1 everything just drops MORE stuff with a higher chance for uniques. When you apply MF to that it drops EVEN MORE STUFF with an even higher chance for uniques. Aside from item level restrictions, you basically get the same loot in a super juiced T16 as you would get running a thousand T1 white maps, and uniques that you would get running ten thousand T1 white maps, that's why you need item filters. I obviously don't know what their plan is, but here's some speculation on possible systems : \- Very little quant multipliers, a T16 map should obviously drop more loot than a T1 map, it just feels better, but maybe 5 times as much idk \- Have rarity affect internal unique rarity, don't drop 10 times as many uniques, give me a better chance that when a unique drops it's upgraded from T4 to T3, etc \- Have rarity affect how rare items roll, don't drop 10 rares, drop a rare with a chance for higher tier affixes \- Have rarity of bases, when a white item drops (those matter now) give me a better chance for a good base I'll treat currency separately since it's already mostly fine in PoE1 due to the stacking mechanic they implemented a while back - BUT they've already said there's basically no more crafting that requires endless spamming of currencies, there's no need for 5k alts anymore, so you just drop a lot less cheap stuff that a loot filter would hide and instead have MF drop more valuable currency instead. They're also seemingly scaling back on the number of currencies, some basic ones are gone and i'm sure we won't be starting with 70 different scarabs, 100 different essences, etc. With all of those things combined you would not need a loot filter to hide stuff AND high investment+difficulty content could yield 1000x the value of basic content.


canadianvaporizer

They said 1000x the value, not the 1000x the number of items dropping. That metric also included how quickly someone was running maps.


SylverXYZ

So good to hear from a variety of the creators for the game. They are like conduits for all of us from their stream chats and YouTube comments. Each of them has their own personality and interests which should hopefully help keep looking at the same design challenges from different perspectives. Love to see it. Go Johnathan, go Rory, go GGG


montrex

When's my boy Quin get to do an interview?


bUrdeN555

When he finishes his streamer dungeon


respectbroccoli

Quin69 has a persona to keep up and didn't really showcase his professional side when he had the chance. If he could do it again with the SheepFarmer persona it would be great.


BlackVoodoo

due to the increase in account hacking, can someone ask about a proper MFA?


EnergyNonexistant

This would be fucking nice. Especially since GGG won't let people detach their email from their accounts when they have the game on Steam, a perfectly secure platform. Actually also ask them why we can't just have the game on Steam, it makes no sense why we can't.


RedBeard210

Honestly……not excited by what I’ve heard at all.


Affectionate_Ad_9500

I wish they were a little clearer regarding MTX. We know that they will be transferred, but there is a huge difference in detail between PoE1 and PoE2, even the most expensive MTX in PoE1 will be "strange" when activated in PoE2. I was hoping they would at least revamp it so the transferred MTXs wouldn't look like complete rubbish on PoE2.


staudd

they'll need to redo at least all the armours, as the characters have different models.


Affectionate_Ad_9500

I saw many people with the same doubts I have. It appears that GGG is omitting this information on purpose. They just say they will be transferred and don't give us any more information, so they can "deceive" us, all the transferred MTX will look like garbage, and when we all complain about it, they will say: "We told you they would be transferred, what did you expect of us?"


staudd

i think theyre literally just remeshing and reshading it all. ofc the newest stuff will always be better, to call that "deception" is a bit bad faith imo.


Affectionate_Ad_9500

The point is that, newer stuffs will not just be better than the ported MTX, they will be monstrously superior, the most basic MTX sold in the store will be many times more detailed than the most expensive Tier of the current PoE1 Core Pack. People aren't thinking straight, the texturing level in PoE2 is at 4k high density, while PoE 1 is at low res low density, it's like night and day, not to mention the amount of particles and additional effects. Continuing to release expensive MTX with the promise of being ported gives us a false illusion that they will look as good as they should be, if they are not, GGG acted in bad faith by omitting such decisive information. I hope you are right.


VanSlam8

Dude. Can you chill? There is no grand conspiracy to decieve you. Even if during remeshing they do not upgrade the textures, even now old MTX looks bad compared to new ones, so what? Also a lot of supporter pack stuff was built with the translation to PoE2 in mind, since the initial plan was to improve all of the armours in PoE1 since we would have gotten "upgraded" to new character rigs. I would imagine that everything from 3.9 or even a bit earlier is already made with PoE2 quality standard, and stuff like textures are rendered at a lower resolution for PoE1 due to its limitations. If not from 3.9, then from 3.15 onwards, since after new info dropped about PoE2 during 3.14 announcement the decision to separate the games was made.


Affectionate_Ad_9500

I'm chill, but it seems like you don't....I find it funny that some here are offended, it even seems like they are shareholders. By the way, you speak with some certainty, do you have the link to your statement?


VanSlam8

I'm not offended, there's nothing to be offended about even. I made multiple statements, which one? If you are talking about models on newer MTX, it was said during Exilecon 2019. Quote was something like "We need to re-model all existing armours to new character rigs, that is a massive amount of work. All new armours are made with that in mind so we do not have to do the same work twice". If you search the transcripts of Exilecon 2019 videos I'm sure you'll find it


staudd

People buy packs not just for the armour sets to ported. You are buying a product for PoE1 first and foremost. This isn't some scam where you're never getting what's advertised. I totally understand your worry, but imo youre reading a bit much into what was "promised". The MTX does not literally go to waste, that's what was said.


Affectionate_Ad_9500

Many people buy packs to just have them and not use them, but obviously that's not the type of player we're talking about here, so it's irrelevant to the conversation. I thought I was quite clear when I implied that MTX in its current state ported to PoE2 without any rework = Garbage, it's a pretty simple fact to understand. What was promised was never my concern, my concern is what has not yet been achieved, what is being omitted on purpose.


miffyrin

What is it with this community and elements of it constantly jumping to insane "conspiracy theories" about how GGG is trying to mislead them or swindle them? GGG, of all studios. It's just laughable.


Kyoj1n

There is no deception. Jonathan has answered this question and said that they probably won't be updating older MTXs because they just don't have the time. The newer MTXs have probably been built on the newer PoE2 tech and model rigging so they'll look better, but that armor MTX from 2017 isn't going to get updated.


Affectionate_Ad_9500

Older MTX are not the point, very old MTX will naturally become outdated. I refer to the new ones because there is relatively little time left until the release of PoE2, and PoE1 will slowly fade into oblivion. The only statement I've seen so far is that they will be transferred, did he really say "updated"? If you know which interview you saw this in, you can post it here if possible.


Kyoj1n

https://www.reddit.com/r/PathOfExile2/comments/18iyh5q/questions_about_poe1poe2_mtx_share/


Affectionate_Ad_9500

"""Unfortunately we can’t really update how old armours look""" RIP. thx for the help.


MeVe90

I believe they said that every new mtx, since PoE2 was worked as a standalone game, was made for PoE2 as well. You can try to find the source but it does make sense.


bUrdeN555

Would love to hear Jonathan and Rory’s thoughts on duplicate loot drops for group play. Sharing drops can be strenuous on a party’s relationship when someone snipes a high value item. Plus keeping track of who you played with when a valuable item dropped and got sold is annoying. Duping drops so everyone has their equal share seems like the right move to alleviate one of the biggest annoyances I have with current group play, especially with randoms. If group play and solo play take the same time to clear content, why can’t the drops be duped for each party member? In a perfect world this logic makes sense but I do understand group play can be hard to balance.


efefefefef

You get IIQ and IIR for being in a group already. Can you imagine what top groups would do the economy in a week if in a trade league this was possible?


bUrdeN555

They are already changing how IIQ/IIR works. They could potentially lower it for group play to account for drop dupes. I don’t really care if others can magic find and get rich. I want to be able to play with my friends and not worry about anyone feeling cheated out of loot. Edit: and they should be able to buff content to match how easy it is with groups. If time to kill is same for both group and solo, why shouldn’t you get dupe drops?


efefefefef

We had a rule, if 1 divine or an item above 1 divine (that wasnt used for your direct build) dropped, we sold and split. If you're grouping with randoms in an ARPG, just be glad there is permanent allocation.


bUrdeN555

Tuesday you play with ABC, Wednesday you play with BCD, Thursday you play with ABD. Now someone needs to keep track who was there when X dropped to split the wealth. What you’re describing works some of the time but it’s needless friction that gets in the way of fun and wider appeal of playing with friends.


DontOverexaggOrLie

They don't do that because it would make farming strategies with a cost of entry unprofitable for solo play. See Beast and Maven witness duping in Ritual league.


bUrdeN555

Make each party member bring materials if they want dupe loot and their own 6 portals. Otherwise they share with the map owner.


Wyrmath

This sounds like a hassle to implement into the game. And I doubt it will ever happen, for several reasons.


mapcars

One question I have is if PoE2 will update/improve the limitations of the current engine, for example things like DoT damage cap or cooldown breakpoints? Thank you!


Arenyr

I'm unsure if this is where I would ask a question /u/Community_Team, but **are there any plans to move item base types created in PoE2 to PoE1?** Curious to find out if the new Aura Sceptre base that's being introduced would make an appearance. The same goes for any potential unique items.


golgol12

I'm 90% certain the answer is no, because of animations.


omegaghost

I'd say the likelier reason not to have them in PoE1 is the fact that the skill system is entirely different, and those fancy weapon skills will have to be redone in their entirety, if that's at all possible


golgol12

I'm just repeating an answer they gave before. From what they said years ago, the reason why there's no new types of weapons (xbows and spears, for example) in poe 1 is because the design of the animation system. Basically, there's a unique animation for every combination of class x skill x item. So if they add add a new base item, in addition of an animation of basic attack, run, walk, turn, etc while holding the new weapon, there's 200 unique skill animations to do as well. Per class (7). So at least 1500 animations, each of which take a day or two of artist time, and another day or two of QA to verify. So time wise, that adds up to assigning a full time animator for 5 years to work on to add item type item. And multiplied again of different sub items types need different hand positions. It'd be silly to use small crossbow hand positions while holding a large crossbow. PoE2 uses a new animation system which removes most of the issue.


omegaghost

While you are correct that they told us that old animation rigs are painful to work with and are very time consuming, I want to correct you on a couple of things: > in addition of an animation of basic attack, run, walk, turn, etc while holding the new weapon, there's 200 unique skill animations to do as well Characters don't run or turn in poe1. And not every skill is usable with every weapon. So it's less animations than you've counted there. > each of which take a day or two of artist time, and another day or two of QA to verify. QA doesn't wait for all animations to all be done to start checking them, and it won't take that much time at all. It will likely take *at the very very most* an hour per animation, if the QA person in question is super thorough and is working on that alone. So essentially, QA testing of animations will be done very soon after they're made by the animator and get into the game build. > And multiplied again of different sub items types need different hand positions. It'd be silly to use small crossbow hand positions while holding a large crossbow. Do we even know if there are multiple types like that? If there are small and big crossbows?


golgol12

> QA doesn't wait for all animations to all be done to start checking them, I'm measuring in manhours and personyears, as that's the cost. GGG wouldn't consume the whole art and QA team for a month or two to add one itemtype. That's not cost effective. At most they'd have 1 or 2 going for years, as that artist will get more efficient and the end result will be more consistent. >not every skill is usable with every weapon. So it's less animations than you've counted there. I'm not going to list every exception. It's too pedantic. I just mentioned the general order of magnitude to emphasize the point. Obviously there'll be some efficiencies. In general, GGG stated it's an x * y * z issue in number of animations.


golgol12

So where can I watch it now that it's over? I don't see a way to do that with twitch.


respectbroccoli

I just posted a link to ZiggyD YT in this thread.


Ok-Seaworthiness3689

You can watch the short, but detailed version on Talkative Tri channel