Development Manifesto: Delirium Improvements

Instead of vacuuming all items maybe just cluster jewels, simulacrum splinters and any delirium orbs that drop.
Man, I don't even know how to react to a post that corrects all the things I wish would be fixed. Thanks GGG! Thanks Chris Wilson from Grinding Gear Games! Thanks Mountain Dew: Code Red! Thanks Ricky Bobby! Thanks COVID-19 for 2 weeks of remote work from home! Thanks Cutedog_ for the Bane Gem! Thanks Baby Jesus (Special thanks to leading vocals for lynyrd skynyrd tuxedo t-shirt Jesus as well)! Thanks Bubblegum Princess! Thanks C-3PO! Thanks Claptrap! Thanks Triple Exalted Orb Drop! Thanks Headhunters! Thanks 100% Delirious Maps! Thanks Stash Tab Sales! Thanks 10 Cent! Thanks Small Indie Studios! Thanks Forum Moderators! Thanks ridiculous supporter pack icons that break the page sometimes! Thanks Albino Rhoas! Thanks whatever the hell a weta is! Thanks Bex! Thanks Eminem! Thanks Rage against the Machine for reuniting! Thank you tacos! Thank you democratic socialism! Thanks Vaccines! Thanks Flamin' Hot Cheetos!
Last edited by Xolve on Mar 16, 2020, 10:25:53 PM
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Monster On-Death Effects
For those interested in why we use On-Death effects in content like this, it's because they are a viable way of making monsters that are killed instantly have an effect on players, and they aren't trivialised by clear-speed. Few to no other mods we can put on these monsters make any difference normally because they are eradicated by powerful builds in seconds.

We're doubling down on the terrible On-Death effects that hurt slower builds and do nothing to slow down builds that zoom past them anyways.


Yikes. A lot of these things are improvements but they really just aren't enough from what is explained here.

Also dead monsters being more of a threat than alive monsters is just garbage.

Edit: Please never add drop vacuuming to this, it doesn't belong. But please make it possible to pick up items without getting smashed by On-Death effects
R.I.P. Harvest crafting. You were amazing for one league
Last edited by Icewave21 on Mar 16, 2020, 10:25:46 PM
While I appreciate the transparency, the gateway instability at launch had a far greater impact on my ability to enjoy or even play the game than any of the issues addressed here. I really hope you can find a solution to increasing player numbers and DDOS prior to 4.0.
Too. Much. Clutter.
BLIGHT!
Cassia keeps ignoring me in Maps and it makes me very sad :(
I don't like anything that sets the pace for me. The fog feels like an escort mission. I really want to set my own pace. I'd prefer a system where the fog has no timer, starts as X stacks, and lets me click a button to drop one stack at a time (or stop the whole thing). That way I could vary the difficulty based on my current progression / character.
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grit1 wrote:
Hi Devs,

I don't post anything on the forums but I've been playing for a decent time. I'd like to offer a piece of advice for consideration.

Please stop using only one color palate per league.

Not just the 'Delirium is only white and grey' complaint, it's that everything is incredibly mono-shaded and it seems you refuse to ever reuse that color for mechanics again. Delve is blue shaded, Sirus is red shaded, Betrayal is necromatic green shaded, Incursion feels like a combination of reds and yellows, Metamorph was that tar-black and more 'thuamaturgy' green, Blight is a goldish. Maybe it's that way since just about every league gets re-added, but you're going to run out of palates soon enough.

Please incorporate more color theory and reduce visual clutter. There's already a lot of information that is being in the minds of players every screen of PoE. This might just be a me complaint and I can understand if others don't have this issue, but delirium has me really frustrated to even just boot up because of the vomit of whites and greys all blanketed over in another more transparent white. It's important and people voiced this complaint heavily last league.


This I really don't like as it would make the game more 'toony' and d3/disneyish. Please GGG - never cave to these 'epic-fantasy' nerds. I personally LOVE your artstyle no matter what league and if you applied mor 'color theory' (lmfao) I will feel like I'm to old to play the game and quit playing. PoE is a DARK FANTASY game and as such should not have alot of contrast and 'colors' - it should be dark, grey and menacing (just as it is). I'm 38 years old and if this game were to take a 'brighter' art direction a la Wolcen/D3 I'd have to quit because I'd be to embarrassed of myself to play it.
16 pages of rage sofar, Race basically off, GREAT LEAUGUE...
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Monster On-Death Effects
For those interested in why we use On-Death effects in content like this, it's because they are a viable way of making monsters that are killed instantly have an effect on players, and they aren't trivialised by clear-speed. Few to no other mods we can put on these monsters make any difference normally because they are eradicated by powerful builds in seconds.
"Sense of pride and accomplishment" excuse, GGG? They are instakilled because otherwise they instakill players because of how you made the game work -- and you know it. Adding invisible ondeath effects just f-s players for no real reason. Of all the ways you could have done it, you've chosen the worst one. Also, your loading system is busted and a lot of things on screen are just plain invisible, including some effects. Courtesy of asyncronous loading, I guess -- but it was broken in the previous update.

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Delirium Item Drop Vacuuming
There have been requests to accumulate all items that would drop and instead drop them at the end of the encounter. This is not how we want the game to be played.
that is not how the core game loop of Action RPGs should function.
it's not really even practical to vacuum an entire map worth of items and drop them in one place.
players have extra time to pick up items as they go.
Item filters help alert you to which items are important to grab, and we did intentionally compensate with extra time for you to do so.
Another load of "pride and accomplishment". Players are forced to backtrack through an empty map to pick stuff up -- what an exciting way to play this game like a walking simulator. Hello? You're not Kojima studio and this is not Death Stranding! There's no game mechanic in walking and alt-clicking items, no gameplay and no sense. Whatever game mechanic loop you're talking about, it's dull, uninteresting, non-gamey and generally not working.
You know that something is very wrong when GGG has to release a dev manifesto less than a week into a new league ..........

*sigh*



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Bex_GGG wrote:
For those interested in why we use On-Death effects in content like this, it's because they are a viable way of making monsters that are killed instantly have an effect on players, and they aren't trivialised by clear-speed. Few to no other mods we can put on these monsters make any difference normally because they are eradicated by powerful builds in seconds. We're going to be toning these down, either way.

The worse in all that is that they ARE trivialized by clear speed heavy builds, as they blow up everything and keep running to avoid those explosions ...


GGG cannot make fair and interesting encounters anymore, so they add that kind of crap, and it eventually only makes everything works ffs.
It's really about time that the game designers at GGG take a step back and realize the massive fuckups and the situation it led to, seriously :/.


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Bex_GGG wrote:
It looks like we broke something with 3.10.0. We don't know what it is yet, but are investigating and will fix it. This is a high priority and we're really sorry that it was released like that. We were unaware of the issue from our internal testing but became quickly aware of it upon launch.

Annoyingly, it affects some computers/users a lot more than others. We now have a couple of computers in the office that reliably reproduce problems so we're using those to debug it.

Oh come on, testing has been LACKING, clearly superficial for YEARS now ...

There is barely any proper testing done, that's not a surprise, that what you people have been doing at GGG for a while, pushing an aggressive 3 months schedule without properly making sure that everything is ready for league lauches, which is why you even need to release such a manifest couple of days after the launch ....


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wtchdr wrote:
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Snailzzz wrote:
this is worthless information. fix it


Don't be a dick, GGG have always been good at fixing new league issues.

No, GGG have always been "good" at releasing untested content with GLARING bugs.
Yeah, glaring bugs get fixed quickly, no shit, but that's probably because those bugs should never have made it live to begin with.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Mar 16, 2020, 10:40:01 PM

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