PS4/XOne/PC Path of Exile

Die Open Beta gibt es leider erst im August, wurde aber schon vor knapp einem 3-4 Wochen gesagt.

hier steht es
GGG schrieb:
A few months ago, we stated that we hoped to enter Open Beta in June. Some of the crucial features that we must enter Open Beta with are not yet finished, so we will delay the Open Beta until they are. As mentioned above, we expect that this will be mid-August. While we strongly believe that this estimate is accurate, we will update it over time if work progresses ahead or behind of schedule.

One of the advantages of not having a publisher is that we are able to create our own deadlines without being forced to open up the game to the public in an unfinished state. While I am sure that many of our patient fans are disappointed by this announcement, please rest assured that the game is almost done - lucky testers (and our generous supporters) have been playing the Closed Beta for ten months and can hopefully attest to our high quality standards.

Here's the plan for the last remaining patches before Open Beta. The patches will take approximately three weeks each, and will be available to Alpha testers a week before they are deployed to the Beta realm.

0.9.10: Will be deployed Tuesday, June 5. I've discussed its contents here.

0.9.11: Among other changes, this patch will enable the new end-game (which we have been hinting at for a while) and the Act Two final boss. It will include the ability to swap between weapon sets.

0.9.12: This patch will fix most of the issues with Minions. It will also introduce PvP arenas and the ability to challenge other players to duel. We expect to improve the Brutus fight in this patch as well.

0.9.13: A secure trade screen and substantial update to server stability and capacity is scheduled for this patch.

0.10.0: The official Open Beta release, which we expect will be deployed a week or so after 0.9.13. It will have Act Three enabled, voice acting for most of the NPCs and characters, as well as a range of cosmetic micro-transactions to purchase.

There are hundreds of minor bug fixes and small features such as additional skill gems and monsters scheduled during the above timeline as well, but they are too small to individually list here.

Eigentlich hat ich auch geplant meine 3-4wochen Fun mit D3 zu haben und dann PoE.... aber jetzt dauerts länger un D3 ist schon ausgelaugt bei mir.

Aber hier mal ein paar news der letzten Zeit:

Act 3 und Voice Acting Samples: http://www.pathofexile.com/audio/

Ein 0.9.11 Teaser, soll sich wohl um das neue Endgame handeln
CartographersChiselTeaser.jpg

GGG startet eine Build of the Week serie: Hier ist der erste
[video=youtube;LEDc5lSk87k]http://www.youtube.com/watch?v=LEDc5lSk87k[/video]

Patch 0.9.11 sollte bald kommen, sollte mit neuem End Game und Weapon Swap doch viel neues bringen :)
 
Inzwischen bin ich auch auf das Spiel aufmerksam geworden und in der Open Beta im August werde ich definitiv mal ein Blick in das Spiel werfen und mir meine eigene Meinung bilden. Bisher gefällt mir das was ich in diversen Videos gesehen habe schon ziemlich gut :goodwork:
 
Im Dev Diary wurde grad das neue End Game für PoE präsentiert, es ist der hammer :>

Könnt es hier: http://www.pathofexile.com/news/2012-06-26/dev-diary-maps oder im Spoiler lese, ist recht lang
Dev schrieb:
In the upcoming 0.9.11 patch, we’re revamping Path of Exile’s end-game to introduce a new system known as Maps. Players in high level areas can find Map items that allow them to travel to random end-game areas featuring bosses, awesome equipment and more Maps.

Maps can drop as normal, magic, rare or unique with higher rarity Maps yielding more items. Using a Map item opens six portals to the area, which can each only be used once. Like most other items in Path of Exile, Maps have mods that change their risks and rewards. Map mods can affect the size or complexity of the level, monster packs, monster properties or even alter characters while in the level. Players can modify Maps themselves using their currency items. For example, you can use an Orb of Transmutation to turn a normal Map into a magic Map, or use an Orb of Alteration to reroll its mods.

We’re sure the result is a highly replayable, challenging and varied end-game that will make Path of Exile fun for a long time to come. This development diary describes the design process of this system and how it works.

Itemisation
Action RPGs are about items. There’s nothing more rewarding than finding or trading for a new game item and getting to reap its rewards. We take this itemisation very seriously - whenever we’re faced with a new system to design, the first question we ask is “How can we put this on an item?”
map_normal.png

Having Maps as physical items that have to be found or traded for is the backbone of having a very replayable end-game. There are already plenty of static tasks that high level players can do in Path of Exile, such as boss runs or farming exploitable content. Map areas have a large range of random properties and rewards, so representing them as tradeable items adds a whole new dimension to both the game economy and opportunities available for high level players.
How Maps Work
In 0.9.11 there is no Maelstrom of Chaos. When you complete the (temporary) end of the Beta by finishing Act Two of Merciless difficulty, you will instead be given a waypoint to the Eternal Laboratory. This is an area that you will eventually find in Act Three, but we’re granting access to a temporary equivalent earlier so that Maps can be tested.

In the Eternal Laboratory is a device that allows you to use a Map. The Map is consumed and six portals are created that can be used to travel to the area it represents. The portals close as they are used by players. A party of six players can only enter the Map once and can only leave with six inventories full of items. A smaller group of players will have some portals spare to carry additional items out of the area or re-enter if they die. Players may choose to play alone if they want to use all six portals to complete the area.
portals.jpg

When players enter their Map, they appear near a portal at the beginning. If they use a Portal scroll while in the area, it moves the starting portal to where they are standing. This means that when they re-enter the Map via the Eternal Laboratory (where they consume one of the available portals), they will be at the new portal location, as opposed to the initial portal location. This is convenient for bringing friends in to help with the challenges of the area.
Map Affixes
The most exciting part of the system is that Maps can get mods that alter their properties. Maps of all rarities (normal, magic, rare and unique) can spawn, each with their own characteristics.

In general, mods increase the challenge of the Map. We do not intend to have any mods that make a Map easier to play. This means that most mods are generally drawbacks and need to have some additional reward to compensate players. Each mod has a specific bonus that it adds to the item drop rate of monsters and chests in that Map.
map_magic.png

We balance these bonuses so that harder mods result in higher rewards. The overall item drop bonus is listed at the top of the Map item. This value includes the bonus from the Map’s mods and from its quality

Some Map mods affect the random generation of the level itself by changing parameters such as its size or how maze-like a dungeon is. They can also modify the types of monster packs present in the level, for example adding a totem to each one or forcing all packs to only consist of various types of skeletons.

There are a variety of mods that change monster properties. For example, adding high resistance to one element, preventing them from being stunned, or causing them to gain frenzy charges periodically.

Many of the Map mods alter characters while they are in the level. For example, reducing their maximum resistances, cursing them with the Vulnerability curse, putting them under the effects of the Blood Magic keystone, or preventing their life and mana from regenerating.
fire.png

This mod causes the Map to spawn with large patches of fire on the ground

Currency Use on Maps
All of our existing currency items work on Maps in obvious ways. If you get a normal Map and you’d like to make it more difficult, you can use an Orb of Transmutation to turn it into a magic Map. If you are unhappy with its mods, you can use an Orb of Alteration to reroll them. The same is true for creating rare Maps using Orb of Alchemy and other similar currency items.

Because some mods can be easily overcome with specific build choices (if all monsters have increased fire resistance, don’t bring a fire character), we expect players to reroll or trade for Maps until they find ones that are easier for them to handle with their characters. Clever players will create builds that can reap the increased rewards of certain Map mods while not suffering from the increase of difficulty.
map_rare.png

Base Types
Like any other type of item, a Map has a base type. Each type represents a world area, such as a Dried Lake or Crypt. The base type also has a level, which is the monster/chest level of the area that will be spawned. In the first iteration of this system, there are 45 such world areas laid out between levels 60 and 69 inclusive (with a skew towards lower level areas currently). At least in this initial Beta implementation, tilesets are occasionally repeated at higher levels.
Point of Interest: Unique Bosses
In addition to chests and packs of random monsters, each Map is inhabited by a Unique boss monster. These monsters are very difficult and drop an increased quantity of items. Each Map base type has a consistent boss monster, so players are able to plan their build around the type of Map they’re running. For example, if the Overgrown Ruin Maps have a boss that uses Lightning Strike, then players know they need to bring a lot of lightning resistance to defeat it. We expect that players will share information about what Unique boss they find in each Map level in the same way that they assembled a list of vendor recipes and Unique items.
boss.png

Where Maps Come From
You can find Maps by playing in high level areas. In 0.9.11, they drop from level 60+ monsters (i.e. the end of Merciless Act Two), so players who do runs of the Act Two boss will find level 60 Maps occasionally. Maps can also be dropped by any monsters or chests inside a Map, as those monsters are all level 60 or above. Once we add Act Three (and remove the fourth difficulty level), we will change the Map levels so that they drop around the level of the Act Three boss in the final difficulty.

Just like the rest of the game, most of the monsters in a Map level are normal monsters that are the level of the area. Magic and Rare monsters are one and two levels higher respectively, which means that they can drop slightly higher level Maps. For example, if you’re playing a level 62 Map, it’s possible to find level 60-62 Maps from normal monsters and level 60-64 Maps from rare monsters.
Map Drops
Maps will not always yield another Map to play. On average, players will not have a constant supply of Maps unless they trade for more or do end-game boss runs to try to find another when they run out. This is the same philosophy as any other end-game item (players are always pretty low on 200% damage weapons), and is necessary to help keep Maps rewarding and valuable.

We want it to be difficult to obtain the higher tiers of Maps. If players complete several Maps successfully and are lucky with Map drops, they can obtain Maps that are potentially too high level for them to complete. It’s reasonable for them to chose to trade these Maps to more advanced players who are able to handle that content.

Like the rest of the game, having multiple players in an area increases the drop rate of items and the experience that monsters yield (while making them more challenging). Under the new system, there is an exception: the drop rate of the Map items themselves is not increased by the additional players (all other items drops in the area are still increased, of course). A Map has the same chance of yielding other Maps regardless of how many players are in it. This is because a single Map item can be used by a whole party, unlike other items that can only be used by one player. The item quantity bonus that a Map has (due to its Mods) will affect the drop rate of Map items within that Map.
Quality
In Path of Exile armour, weapons, skill gems and flasks have a quality value in the range of 0-20% that improves their performance. Players can increase this using various currency items. Because the additional quality comes with no drawback, it’s a goal that players can complete to incrementally improve their items. Maps also have a quality value, which causes them to yield more items. A Map’s quality is applied as a percentage increase to the drop rate of monsters and chests on that map. Quality can be added to Maps using the Cartographer’s Chisel currency item.
map_chisel.png

Unique Maps
Like most other items in the game, Maps can be Unique. These Maps don’t go to a random area with random mods, but to a specific area that we have designed with a set of properties that make it interesting (the layout itself is still randomised). We generally design these areas to be rewarding to explore - because they’re so rare, it’s important that whoever decides to cash them in receives a decent haul of items in return.

We've included one Unique Map in 0.9.11 as an example and will add dozens more as development progresses. Rumour has it that the Vaults of Atziri contain great treasures for those lucky enough to find them.
map_unique.png

We plan to use Unique Maps as a way of creating interesting areas that might be confusing or overplayed if they were in the core game. The words “Crazy Teleporter Level” and “Temple of Kuduku” were uttered in a Map design session earlier this week.

History of Path of Exile’s End-Game
Action RPGs typically have three difficulty levels. The player plays through the game several times using the same character, with the challenge ramping up each time. Right back at the start of the project, we thought it would be a great idea to add a fourth difficulty level that was really challenging so that players would have something to aim to beat.

When we tested this, we found that players reacted really badly to a sudden brick wall of difficult content that they were unable to progress in. We tried changing it to a steady ramp of difficulty, but then players found isolated areas where the monster AI was more abusable and farmed those with specific builds to get rewards with little risk.

When trying to solve this, we realised that the fourth difficulty level was only necessary until we added Act Three, at which point we’d reduce it back to three difficulty levels so that we’re not forcing the player to play through the same static content four times back-to-back. Our temporary solution, a month or so before entering Closed Beta last year, was to introduce the Maelstrom of Chaos areas. These were a sequence of random areas (using tilesets from all over the game) with completely random monster packs. Players gained access to it when they finished the final difficulty and could play through a series of levels that gradually ramped in difficulty.

The Maelstrom helped the situation, but players would still travel to areas that were too hard for them and complain that they weren’t able to kill monsters. We eventually flattened all the Maelstrom areas to be the same level, just ramping in density of bosses. By that time we had decided we needed a new, better mechanic for access to end-game areas. Maps will replace the Maelstrom in 0.9.11.

Variable Difficulty
An expected consequence of the amount of customisation that Path of Exile offers is that characters can differ in power by large amounts. Players abusing whatever the current broken skill is with a clever synergistic passive build, godly rare items and high-quality Skill Gems are able to handle triple the challenge of other players.

Our end-game has to cater to both groups of players. Both regular and power players need to be challenged in different ways, so that they feel the need to continue to improve their characters. Our Map system allows players to pick the difficulty that they encounter. As you’ve seen in this article, players can create and obtain harder versions of Maps that offer more challenges and more rewards.

Non-Map End Game

Of course, Maps aren’t the only thing to do in Path of Exile’s end-game. There are plenty of other exciting options for high level players:

-Boss runs (the Act Two boss is being added in 0.9.11 as well)
-Farming high monster density areas for items (like the Fellshrine Ruins)
-PvP (arenas are coming in 0.9.12)
-Playing special league events (we run these weekly but are ramping them up as we approach Open Beta)
-Trading/economy
-Twinking alternate characters
-Guild events (in Open Beta or Release)

Die Maps, täglich mehrere Special League´s, twinken, traden, Gilden Events .... sowas nenne ich Endgame.
 
Ein erstes Video zu Maps, zeigt aber auch sehr gut wie das Crafting/Currency System in PoE Funzt

[video=youtube;2S0RY2kQ3GM]http://www.youtube.com/watch?v=2S0RY2kQ3GM[/video]
 
Could be used for interesting map words in the future....

:o
 
Fassen wir mal zusammen was wir wissen über maps:

-Maps findet man im letzten Act auf der letzten Schwierigkeitsstufe
-Maps können Normal, Magisch, Rare und Unique sein
-Maps ab Magisch haben Mods, welche die Map schwerer machen. Dabei wird durch jeden Mod die Item Quantity der Map erhöht. So schwerer die Map desto mehr Loot gibt es.
-Wenn du eine Map nutzt öffnen sich 6 Portale. Jedes mal wenn ein Spieler ein Portal betritt verschwindet eins dieser Portale. D.h. man kann nur 5 mal raus um items zu lagern/verkaufen oder weil man gestorben ist. Mit ner 6er Gruppe sind gleich zu beginn alle Portale verbraucht, da ist anscheinend kein Tod erlaubt.
-Es gibt gleich zu beginn 45 unterschiedliche Maps die jeweils einen Unique Boss am Ende haben
-Man kann Maps ganz normal wie Items Craften
-Anscheinend gibt es Map Words. Was die bewirken, wissen wohl nur die Jungs von GGG.

Hört sich doch sehr geil an :)
 
Build of the Week 5

[video=youtube;bE1t9oCA9MQ]http://www.youtube.com/watch?v=bE1t9oCA9MQ[/video]


GGG kreiert auch derzeit mit der Community zusammen Werbebanner :)

Hier das erste, welches dabei raus kam
PathOfExile.gif
 
0.9.11 Patch Notes:

Notes:

Due to substantial changes to the passive skill tree, we've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.
We've added a Singaporean gateway to the Beta realm! Please try it out if you're in Australia. New Zealanders should still use the American gateway for now.



Features/Content:

Substantially revamped the Passive Skill tree. Details are in the Passive Skill Tree Balance section below.
Added the Act Two boss and associated world darkness event.
You can now swap between two weapon sets by pressing X or clicking the tabs above the slots on the inventory screen. Gems in the swapped-out set continue to gain experience as normal, but their skills cannot be used unless swapped back in.
Added two new new Unique items designed by our Diamond supporters.
Removed the Maelstrom of Chaos. It has been replaced by our Maps end-game. For more information about Maps, please read the development diary entry on our site.
Added 45 Map areas, each with its own boss.
Added a new currency item - Cartographer's Chisel: Upgrades the quality of a map.
Added three new tilesets from Act Three, which are currently only featured in Map areas.
Added a new Dexterity support gem - Blind: Associated skills have a chance to blind their targets for 4 seconds. Blinded monsters have 75% less chance to hit (multiplicatively).
Added new combat sounds for the Templar.
Renamed Alira's Camp to the Western Forest.
You can now use the arrow keys to move between stash tabs.
Whisper messages now have an arrow to indicate whether they were sent or received.
Added some new Totem types for end-game Map areas.
Changed the behaviour of the shift key so that if you press it while running, you will stop and force-attack.
Continued to incrementally improve the art, effects, environments and sound.



General Balance:

Quest rewards have been rebalanced and now include some rare item rewards in higher difficulties. These rare items cannot get mods higher than the level of your character.
The attack speed bonus for dual wielding is now multiplicative rather than additive with other speed bonuses.
Small chests now drop fewer items and large chests now drop more.
Increased item quantity prefixes have been removed from the game. Items that already have them are unaffected.
Made it slightly easier for players and monsters to be stunned.
Confirmed that the increased item rarity bonus for Large Chests was working correctly. Then we doubled it.



Monster Balance:

The Ship Graveyard Cave is now level 14 in Normal difficulty.
Experience yield for several monsters has been adjusted to reflect their challenge.
Reduced the damage of Rhoas slightly.
Increased level progression towards end of Merciless Act 2.
Difficulty of monsters at level 60 areas has been reduced, with progression now extended to level 70 (in Map areas).
Monster resistances have been increased in all difficulties.
Reduced the experience that necromancers yield when killed.
Increased the experience that Brutus yields when killed.
Vaal Fallen are now stronger.
Reduced Oak's life and improved his skills in higher difficulties.



Active Skill Balance:

Lightning Strike: The damage penalty on its projectiles is now 30% rather than 20%.
Stun Support Gem: Mana cost reduced.
Flicker strike: Now has a cooldown which can be bypassed by spending a Frenzy Charge. Corrected some mistakes in its damage progression.
Cold Snap: Increased its damage. Now has a cooldown which can by bypassed by spending a Power Charge.
Enduring Cry: Now has a cooldown.
Molten Shell: Reduced the damage required to set it off in the first four levels.



Passive Skill Tree Balance:

Weapon Elemental damage passives reduced.
Water Dancing notable changed to include Dexterity.
Values of Block recovery nodes improved and consolidated.
Shield Armour passive changed to be general defences.
Increased physical weapon damage nodes.
Redesigned the tree with the following features:
Fewer choices at the very beginning of class start areas.
Class identities strengthened with increased opportunity costs to building heavily off-class
Most builds requiring a few specialised notables and Keystones should be easier
Builds requiring many cross-tree notables and keystones made more costly
Defensive nodes around the tree made more even



Item Balance:

Improved life gain and leech implicit mods on all Claw weapons.
Slightly increased the implicit fire damage and physical damage on quivers.
Decreased the magnitudes of elemental damage mods on items and physical damage mods on non-weapon items.
Prevented high level elemental and non-weapon physical damage mods from appearing on some item types.
Reduced how often elemental damage mods appear on non-weapons.
Glinting mods changed to have the same values, regardless of what type of item they appear on.
Improved implicit block rate on staves.



Bug Fixes:

If a character has no valid skill on its left mouse button, it is no longer unable to move.
Items shown to you as results of sell-vendor recipes do not display sockets any more. This is to prevent players essentially getting free rerolls of sockets by trying different combinations of items.
Reduced the vertical selectable height of Portals so that it's harder to miss-click and accidentally consume a portal you just created.
You no longer gain experience while dead.
Fire trap can now be supported by area of effect support gems.
Fixed some rare item names that could not spawn before.
Fixed Unique monsters so that they now have a +2 bonus to item level in the same way that Rare monsters do.
Fixed a bug that would cause a resource to be loaded from the hard drive each time an arrow was fired.
Fixed a bug where monsters that were meant to not repeat actions consecutively would in fact repeat them.
Fixed a bug where the wrong environment could be picked when entering a multi-level area area via a portal.
Fog no longer interacts with the shimmer post-processing effect incorrectly.
Skill icons on the character screen now have their backgrounds back.
Fixed a bug that would cause small monsters to drop too many items in multiplayer instances and large monsters too few.
Fixed a bug where Conversion Trap could permanently convert a monster.
Totems with Blood Magic (from either a Support Gem or the player's passives) now do not spend their own life to cast spells.
Clicking on the noticeboard in town will now change to the public party tab if the social panel is visible.
Fixed a bad interaction between on-drink flask effects and the Puncture skill.
Fixed a bug that could allow you to detonate mine when you had none out.
The damage prediction of armour values on the character screen is now more accurate for players over level 30.
Fixed level-up sounds so that you hear them in stereo and other players hear them placed in the 3d world correctly.
The Dripping Dead in the Mud Flats are now the correct level.
Vendor offer prices have been fixed on increased item rarity prefixes.
Global notifications during special leagues now appear even when Hide Global Chat is on.
Settings are no longer saved if you're disconnected while changing them.
The Righteous Fire skill gem can now drop from monsters and chests.

Aber noch wichtiger:


Two-week Hardcore Race League
The top five players will receive a Vaults of Atziri (Unique Map).

The top ten players will also receive a Demigod's Presence (Unique Amulet).

The top players will also receive microtransaction credit for use in our cosmetic shop. This credit will last forever, so you can spend it in Open Beta when we have more things for you to purchase!

#1: 500 Points (valued at $50)
#2: 400 Points (valued at $40)
#3: 300 Points (valued at $30)
#4-5: 200 Points (valued at $20)
#6-10: 100 Points (valued at $10)
#11-20: 50 Points (valued at $5)


Raisins_Face.jpg


Cash Money als ingame Preise. That's how it's done.
 
Confirmed that the increased item rarity bonus for Large Chests was working correctly. Then we doubled it.

In your face Diablo :lol:
echt klasse zu sehen wie das spiel immer mehr form annimmt.

nettes event, und solche sachen soll es ja quasi permament nach release geben
so hält man die leute bei der stange.
 
Bin grad wieder am installieren und werde einen neuen Char anfangen, das wird toll. :scan:
 
nettes event, und solche sachen soll es ja quasi permament nach release geben
so hält man die leute bei der stange.
Es soll dutzende verschiedene solcher kurzweiligen Liegen geben die täglich automatisiert laufen sollen. Allein das bietet mehr Endgame als "the other game"

Hier noch ein tolles video von Totalbiscuit mit Chris Wilson(Dev. von PoE)
[video=youtube;97SskaQuijo]http://www.youtube.com/watch?v=97SskaQuijo[/video]

Aber eine Sache enttäuscht mich gerade bei dem Patch.

Weapon Swap geht aber leider muss man für beide Waffensets das selbe Skillset verwenden. Ich hatte darauf gehofft das man dabei auch zwischen zwei Skillsets wechseln kann.

Wie Yrch grad sagte, in ca. 1 Monat wird jeder Char gelöscht. Also ich warte derzeit auch wieder bis zur Open Beta damit ich viel neues aufeinmal sehe :)

edit: achja das letzte build of the week. Ein recht interessantes Build
[video=youtube;gqvE66YFRO4]http://www.youtube.com/watch?v=gqvE66YFRO4[/video]
 
Zuletzt bearbeitet:
Hm, dann werd ich wohl auch noch (wieder) warten :p

Von meinen Kollegen zockt nur noch einer Diablo 3, vielleicht kann ich die von PoE überzeugen. :goodwork:
 
Zuletzt bearbeitet:
Zurück
Top Bottom