Kingsmarch Going Core Thoughts

"
But let’s be real Settlers probably isn’t going core anyway, so this debate feels pretty useless, just throwing ideas around to “revolutionize” something that’s already working perfectly fine.


After a year of doing the same thing over & over, I get the hate. But dismissing this as a mechanic that'll just get thrown away also seems a little extreme. Compared to other league mechanics it could definitely be something that is removed, revamped, and add back in some form in 3.27 or beyond for sure. A lot of the mechanics that get completely thrown away have a little bit more direct impact on gameplay universally and harder to segment.

I'm going to push back on this being a "revolutionize" discussion. Just cutting parts of an existing mechanic like mining ores, smelting ores, removing runes, and having mines in maps altogether, and just having the town built from the get go would make the whole thing more straightforward and fairly minimal in terms of rework.

That's my 2c. Have a good weekend all.
I'd love for my league Kingsmarch to transfer entirely as is to Standard. ='[.]'=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie


Leave the town with no NPC's in it at all.

I only want to be able to chase the chickens.
I poop, therefore I am.
"
"
jddc78#1131 wrote:


1) Remove mining & completely. The actual ores are worthless once you get the town built up. Ships typically only send crops for currency and the stash of ores


Totally disagree with this.

Sending out metals has consistently been one of the best early-league methods for target-farming crafting bases, fetching well-rolled starter gear, or just printing a wide range of uniques to trade, use, or disenchant for dust.

It’s also a surprisingly decent source of scarabs, catalysts, oils, and fossils—super useful in the early to mid-game when resources are still limited, or if you just can’t be bothered to run specific league mechanics for them.

Sure, it’s not as flashy or profitable as crops in the very late game, but it still fills a valuable niche. Ores only feel worthless if you’re ignoring their potential.

Removing mining would cut one of the few deterministic ways players can target farm desired items without engaging with the corresponding league mechanic or relying on trade. It’s a genuinely helpful system, especially for SSF players.

Honestly, it's one of the more underappreciated gimmicks that quietly shines for what it is. But let’s be real Settlers probably isn’t going core anyway, so this debate feels pretty useless, just throwing ideas around to “revolutionize” something that’s already working perfectly fine.


I second that. The above is a trade league statement if i ever saw one. Ores were so nice in ssf and in the gauntlet which was ssf obv. That feeling when you get your first 5 and/or 6 link and it's one of "the new" bases...priceless ;P I will miss the ores, farming mirror shards not so much...

Edit: Also, it felt like they got the odds right for once when it comes to 6 link bases. You can't expect to get it right away but you will definetely get it after a couple of tries. That felt satisfying compared to the save variant of 1,5k fusings on the bench or the super risky selfspam approach.
Last edited by Strickl3r#3809 on Jun 1, 2025, 11:01:00 AM
"
"
"
jddc78#1131 wrote:


1) Remove mining & completely. The actual ores are worthless once you get the town built up. Ships typically only send crops for currency and the stash of ores


Totally disagree with this.

Sending out metals has consistently been one of the best early-league methods for target-farming crafting bases, fetching well-rolled starter gear, or just printing a wide range of uniques to trade, use, or disenchant for dust.

It’s also a surprisingly decent source of scarabs, catalysts, oils, and fossils—super useful in the early to mid-game when resources are still limited, or if you just can’t be bothered to run specific league mechanics for them.

Sure, it’s not as flashy or profitable as crops in the very late game, but it still fills a valuable niche. Ores only feel worthless if you’re ignoring their potential.

Removing mining would cut one of the few deterministic ways players can target farm desired items without engaging with the corresponding league mechanic or relying on trade. It’s a genuinely helpful system, especially for SSF players.

Honestly, it's one of the more underappreciated gimmicks that quietly shines for what it is. But let’s be real Settlers probably isn’t going core anyway, so this debate feels pretty useless, just throwing ideas around to “revolutionize” something that’s already working perfectly fine.


I second that. The above is a trade league statement if i ever saw one. Ores were so nice in ssf and in the gauntlet which was ssf obv. That feeling when you get your first 5 and/or 6 link and it's one of "the new" bases...priceless ;P I will miss the ores, farming mirror shards not so much...


If we focus too much of the rewards, we're not really talking about the mechanics themselves.

Yes, KM brings a lot to the table in terms of target farming. Want Ward gear? Do X. Want currency? Do Y. Want tattoos? Do N. Very nice addition to the game. But you could "easily" bring these additions to the core ARPG experience by adding them to "regular" gameplay.

What does KM bring to the table if we exclude rewards? Micromanagement, more time away from fighting monsters and a certain sense of FOMO because the rewards are so good (in some cases) that ignore it would be stupid.

Sure, some people love micromanagement, they love "doing something else" than fighting monsters, they like "down time". But how many will in the long run? And if they keep the amount of target farming, currency farming and "control", people WILL feel like they have to do it - which will lead to burnout - fast.

Settlers was damn fun for a league. And an event. And even more events. But I think it's too intrusive for the core game.
Bring me some coffee and I'll bring you a smile.
Settlers was good enough to go core imo. Gold should go core respec and trading with faustus should go core 100%. Only reason I see settlers not going core is because they don't have the time/manpower to make it work given that there is like one person working on poe1 now.
A dumbed down version could go core. Crimson Ore only, every 5th map on average spawns some Ore. You have a fixed Harbour depending on your char level, 3 destinations for every stat(str, dex, int). You can throw some extra dice for body armour bases that way. Won't effect the market in trade but would be a blessing for ssf.
Last edited by Strickl3r#3809 on Jun 1, 2025, 11:27:17 AM
"
jddc78#1131 wrote:


After a year of doing the same thing over & over, I get the hate. But dismissing this as a mechanic that'll just get thrown away also seems a little extreme. Compared to other league mechanics it could definitely be something that is removed, revamped, and add back in some form in 3.27 or beyond for sure.



It's not that extreme when you think about how much of Kingsmarch is just reused assets and stuff, and probably a full concept idea for PoE2
Flames and madness. I'm so glad I didn't miss the fun.
I wouldn't mind if a highly streamlined version of Kingsmarch goes core, but the way it is now is way too much tedium to repeat every league. What a nightmare that would be.

Also, imagine the uproar if the currency trade market were to not go core. Not only should it go core, but it should be expanded beyond what it currently contains.
- here's my sig
Only thing I would keep from Settlers is Bismuth ore and Faustus.

Report Forum Post

Report Account:

Report Type

Additional Info