A look back at Path of Exile one year ago - [3:53]

Posted Aug 12, 2012, 10:23 AM UTC

7437
zerosumfinite•

What caught my ear was "Over the next decade"

19
leapthemanHardcore but not an ass about it•

I just had an idea while watching this. On the passives screen, would it not be cool to be able to "mark" passives for the future? For example, I know I want Blood Magic, so I mark the passives along the way by right clicking them, thus highlighting them. In all actuality, it's not hard to simply know where I want to be on the tree and remember as I play (or even use the website). I just think it would be a nice little feature for planning ahead. Maybe even have a tally at the top of the screen matching the color of the marked nodes, showing how many points it will take to make the checked route.

Just a thought. Now what do I do? Say "Chris Wilson" three times in a mirror?

15
[deleted]•

[deleted]

5
leapthemanHardcore but not an ass about it•

Oooh, yeah, that could be with the highlight function. A simple filter function that would highlight the appropriate passives.

2
Blubli•

Yes, it's an excellent suggestion. Like, if you want to build a very fast running character, you would mark all the "move speed" nodes and plan accordingly. I often forget that I wanted to get "this" node when I level up, and end up taking "that" node.

4
Ebon_Praetor•

Or even have a menu that highlights every node that gives a boost to whichever stat(s) you choose.

5
Maxwell_LordspringHeeled•

The online PST sort of already does that, you can highlight nodes that include certain terms.

3
dontkicksandinmyfaceZEF_Zol•

This would be a very good use for the right-click mouse button on the passives tree. Honestly? PM him or send him a message once a day until he responds. He's really down to earth and keeps in contact with the community, so even a forum post would probably do it.

3
leapthemanHardcore but not an ass about it•

I posted on the forum: http://www.pathofexile.com/forum/view-thread/45238

I miiiight consider messaging him, though I don't want to bother him too much with an idea that doesn't weigh heavily on the core gameplay.

1
chris_wilsonLead Developer•

It's okay, I do read the comments here and there has been a plan for marking passives for a few years now. It might not be in soon though.

8
dontkicksandinmyfaceZEF_Zol•

See what I mean? Chris is awesome.

5
leapthemanHardcore but not an ass about it•

Drat, and here I hoped I would be the first ever to think of it. I knew that, if considered, it wouldn't be an any time soon sort of addition. The awesome part is knowing it has been thought of and just may exist somewhere down the line.

Thanks a lot for the reply, I've been greatly enjoying PoE and seeing your involvement in the community makes it even better.

2
raikkonenRaikkonen•

This request and most of the ones in the other comments are already covered by what the website gives you. While it would be nice, there are definitely far more important items that GGG could be spending their time on in prep for open beta.

0
leapthemanHardcore but not an ass about it•

I'll be sure to check with you first next time.

1
raikkonenRaikkonen•

Go ahead and be bitter, but use common sense. Would you rather have GGG finish Act 3 and get to play open beta, or would you rather have a bunch of little things that are already given to you on their planner on the website. I'll take open beta

0
leapthemanHardcore but not an ass about it•

If you could point out the part of my comment where I said "LOL GGGG PLZ WORK ON THIS ADD-MOD-ON NEXT" I would be grateful. Until then, stop treating me like the average r/minecraft "ADD THIS PLEASE" poster and realize I was only speaking my mind.

Calm down, no one is going to take Act III away from you with a simple suggestion comment.

1
insanemetal187Moosifer•

Woah, the difference between the two is like the difference between D1 and D2. Shit like this makes me get more excited about this game because they really want it to be good. That had to be a shit load of work. I can't wait to see what they do with the big cash injection they got from people joining after the open beta. Wasn't it like close to a million?

4
ZerasadVorokhinn•

It just passed one million after paypal taxes and stuff, when Chris was on Kripparian's stream.

7
Maxwell_LordspringHeeled•

Extra cash doesn't directly translate into a better game past a certain point, although they could take on more staff or outsource art/sound assets.

3
blindsightBeyond•

Extra cash means they can polish longer before release. It's really important to have a great release since many players may leave and never come back if they don't like their first impression, and even if the game is improved a lot, later, many of those players will never be back.

3
SpudOfDoomZeta, Doom•

It's not really about speed and staff in their case, it's mostly about being able to keep themselves afloat financially until they open up for public access and start selling microtransaction things.

1
Remzz•

As someone who played back when the beta first started, I almost forgot how different the UI was back than. And now I remember why I didn't like the passive skill web when I first started playing.

3
nonahs•

Me too. I remember no zoom on the passive screen was so bad and they never had the passive tree on the website either. There was that russian fan site that had the passive tree, but I think that was still a few months after closed beat started. I remember not being able to vendor items for a couple of months also. Really has come a long way since then, can't wait to see what else GGG has for us.

1
32Ash•

Wow. A lot of good improvements over the last year.

2
ZerasadVorokhinn•

At the start of the video there are new flask looks.

2
caiada•

That marauder he was showing looked a lot like how Kripp plays his, ground-slamming everything to death. :/ Only difference was endurance charges.

Still, neat video. They've made quite a big jump in the quality of the UI, sophistication of combat systems, and skill tree design.

1
PrancingPeach•

Maybe Kripp got the idea for the playstyle from Chris Wilson. I know Chris has been on his stream a number of times.

Still, it's pretty much the standard cookie-cutter Marauder build, so it's not really that surprising.

1
caiada•

Oh, I know it's the standard and all; I'm just surprised how little it's changed.

1
Dokomox•

I like how that one friend is responsible for testing the fishing mechanics...

1
DrB00•

I appreciate all you've done for this game Chris. http://i.imgur.com/SZft9.jpg

1
evoken1•

I hate to say it but I actually prefer the design of the old skill tree. Looks more defined and less cluttered by hundreds of +stat nodes.

-7
SpudOfDoomZeta, Doom•

Having played on every iteration since that one, it was definitely the worst of the bunch. It seemed cool until you realised that building off-class had big stat penalties, and there was no such thing as keystones or even notables back then.

11
unjsonMoreLikeBorementAmirite•

Just curious, but which iteration of the skill tree did you like the best? Being here since 0.9.9, I think that the latest version is my favourite. But I'd like to hear the opinion of someone who has experienced every little change since the game went into closed beta.

3
ZerasadVorokhinn•

I don't like the current incarnation of the skill tree, but that's just because it's really unfavorable for my favorite old-man-without-pants.

1
SpudOfDoomZeta, Doom•

For the most part I'd say it has been constantly getting better each time. The only thing that makes me hesitate to say the current version is the best is that it has made it quite difficult to do some of the more interesting cross-class builds that I had in 0.9.8 and 0.9.9. My wand duelist for example now needs to reach over level 85 to feel "complete" where it used to be mostly filled out at around 70.

1
unjsonMoreLikeBorementAmirite•

I see. Thanks for answering =)

1
evoken1•

I said the design looked better. A mix of old design with new improvements would be nice, in my opinion.

-1