Charms, Shrines, Treasure Goblins, Trap Chests, Dynamic Events ect & OB Launch
Are any of these things intended for POE?
Charms: I personally loved charms in D2. It was an inventory space trade off for extra buffs that made you decide which was more worthwhile to your chara. They were super useful low level & the high level ones we often key to a build. I think charms could slot into POE like they were always there and would add a little more depth to inventory management & builds in general. Shrines: I always thought shrines were a staple of the ARPG genre. A random buff to make each map a little different to the last time you passed through. TL2 took it to a next level with shrines that spawn monsters & are basically an event. It's up to you whether you click it and there is often a reward of a chest at the end. I would like to see shrines appear in POE but not just the oldschool +haste/exp/mf buffs. Make them a small dynamic event like a test of valor. There is a great post in the forum about using items on shrines to spawn random monsters, that is the kind of next level shrine use I think GGG should consider implementing. Goblins: The addition of treasure goblins to D3 was generally applauded by the community (until they nerfed them due to an incompetence to deal with botters) & again offering a small dynamic event to a map pass to differentiate it from the last. The idea that the goblin runs away, often into a pack of elites, is a good one. It makes the player decide whether to tunnel vision the goblin (possibly risking death) or at the least cause many monsters to be on the screen at once. I understand there are wealth mobs in POE but after levelling 3 charas to endgame I am yet to see one. If anything they are far too rare. I'm not saying just copy the d3 goblin but even with an ounce of thought there are a ton of possibilities. Trap Chests: Again I always thought these were a staple of the genre. Some chests give you loot, some try to bite your face off. Dark Souls made it fair by having a very subtle change to the box on mimics and they could be attacked before opening. There's tons of chests in POE & it doesn't seem unreasonable that some folks may have booby trapped their chests in order to deter other exiles stealing all their loot. Not only that, how about the odd locked chest? Again TL2 did a nice thing where a single mob would spawn on a map & it drops a golden key. Somewhere else in the map is a golden chest with nice rewards. It encourages people to clear a map for extra rewards rather than just go round clicking chests or making a b-line for the exit. Dynamic Events: Map randomisation is good in POE, I often get lost lately & can't just run straight to the exit. But map randomisation isn't really enough to make areas feel fresh when you pass through them for the 1000th time. Dynamic events do. Whether it be having to kill an elite that is blocking a locked door or a doorway to a new event that only spawns once in a blue moon, there is a ton of scope for dynamic events to bring the world to life & add depth to the foundation of the game. Ontop of this I would like to see dynamic maps; drawbridges, pitfalls & man traps, a rising tide on the beach, weather, day&night, crumbling rocks falling from the cliffs. Bring the world to life. In essence I think all of the above add depth to the experience. Poe undoubtably has a lot of depth already but it also seems to have missed the mark on some reletavly easy additions that have always been in other ARPG's. With open beta just a short 2months away I really feel that should the game launch with none of these aspects that 'the general masses' may feel like the game is lacking as a result. We have to remember that we are a close nit society here atm but once the flood gates open there will (hopefully) be a lot more people giving the game a try. I feel the game will be a cult classic rather than a box office hit but unless GGG make enough money this game will end up as a 6year expensive hobby for them. Open Beta Launch is absolutely crucial and regardless of the F2P, add more content later business model the game has to be as polished as possible come December. I hope we can see some implementations along the lines of dynamic events as I feel this is just the kind of polish POE currently lacks. |
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+1
Good Post "Bullshit, you get the game for free." - Qarl 2014
"The 5x Diamond Supporter" |
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Not sure about goblins, but otherwise agreed.
Be ready. You're not paranoid, you're PREPARED.
I quit this game every few months and so should you to continue playing it in the future. The device is believed to have been dropped |
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I absolutely love the idea of treasure goblins and I am sure GGG is smart enough to make them work without people farming them all day and botters taking advantage of them.
They just need to spawn completely randomly (if thats possible) Standard Forever
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All excellent ideas...
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Charms are confirmed to never be in PoE.
Shrines or similar simple zone encounters have been talked about as something they will want to do in the future in some form or another. | |
I don't like treasure goblins. Anything that represents a shortcut to a loot pinata = candy for bots and cheese builds everywhere.
Charms don't have a direct place here. Flexibility is great but too much flexibility lowers difficulty. Taking stats out of the remaining item budget would just be the start - even with that we'd need a game-wide difficulty hike to balance their existence. Plus inventory space is already extremely tight. God forbid they put in a charm pouch, that defeats the purpose. Oh, also - making comparisons to d3 is just fine, but can we not make recommendations that are direct facsimiles from other games? It's irritating on this end. Maybe just my personal pet peeve, but I bet others have the same reaction. -- I don't have alpha access, that was a LONG time ago. Последняя редакция: Zakaluka#1191. Время: 16 окт. 2012 г., 18:57:37
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that locked chest golden key from random mob on map sounds nice
General Racing Guide for Act 1
http://www.pathofexile.com/forum/view-thread/366585 |
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"No, it defeats one purpose. It means you don't have to manage charms vs inventory space. It doesn't mean you don't have to make strategic choices about your charms. Think of it in exactly the same way we have active skill slots. You get eight of them (ignoring weapon switch for the moment), and they're separate from your inventory. That means you're limited in the amount you can use, and you have to choose the ones that are appropriate for your build. Same would happen if you had (say) eight slots in a "charm pouch". Your charm pouch just becomes another aspect of a build, alongside your passives, gems and regular equipment. Yes, you'd probably need to rebalance things a bit, but if we veto all features that require a rebalance we won't even get Act 3. Not that I aim to sell the feature. But if you take your own advice and think about how they could work here rather than just how they did work in D2, I don't see how you could so quickly conclude they couldn't have a place here. |
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" Kripp made this suggestion to Chris in August and he said "No, we don't want items just sitting, taking up space in your inventory." " Not a bad idea. Something I liked about TQ, though, I'd prefer if these buffs were really unique and not simply experience boosts, or damage boosts, or life restoration or something. I'd like the shrines to be more special, maybe even a buff you have to think about using first. Maybe it comes with a downside. " Please no. Treasure Goblins made it so that the best way to get loot in D3 was farming them. Kripp literally would just reset instances until he found one. We have wealth mod mobs. I want to get loot for playing the game, not for hunting goblins. I want to fight monsters. I don't want them to run from me. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Последняя редакция: anubite#0701. Время: 16 окт. 2012 г., 22:41:46
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