Lance Interviews Jonathan Rogers about Path of Exile 2

CaptainLance9
8 Jun 202420:48

Summary

TLDRIn this interview, Jonathan, the game director of 'Path of Exile 2', discusses the game's development, highlighting the impressive boss fights, particularly the T GOA defiler. He hints at the return of the beloved 'Righteous Fire' skill and reflects on unexpected player strategies, like the worm Blaster. Jonathan also addresses the game's economy, item progression, and the intention to make unique items rarer and more meaningful. He shares insights on the game's trade system, the mapping system, and the potential for new and upgraded bosses. Finally, he touches on the game's accessibility for new players and the possibility of unconventional gear sets.

Takeaways

  • 🎮 The game director's current favorite boss fight is the T GOA defiler, which is described as having numerous and outrageous abilities.
  • 🔥 The T GOA defiler boss has additional abilities that were not showcased in the demo, hinting at a more complex and challenging encounter.
  • 🗡 The developers are cautious about revealing too much about the 'Righteous Fire' skill in Path of Exile 2, indicating it exists but with changes.
  • 🧙‍♂️ The developers have been impressed by the player base's innovative uses of skills and items, such as the various iterations of the Worm Blaster.
  • 💎 The grind for unique items like Mageblood in Path of Exile 2 is intended to feel rewarding and not too easy to obtain, unlike in the current Path of Exile.
  • 🛒 The in-game economy of Path of Exile 2 will not have sources of quantity except through increased magic and rare monsters or party members, aiming to address the loot problem.
  • 🔑 Identification will be free in Path of Exile 2 once a certain character is rescued, and the rarity of items like scrolls will decrease post-rescue to prevent item clutter.
  • 🏆 The developers are considering instant buyouts and using gold as a tax fee in the trade system of Path of Exile 2, with the aim of preventing hyperinflation.
  • 🗺 The mapping system in Path of Exile 2 is a pivotal point where the game opens up, and understanding it is crucial for players to feel they've mastered the game.
  • 🤝 The skill gem system in Path of Exile 2 aims to be more accessible, resembling a skill tree and guiding new players without overwhelming them with choices.
  • 🛡️ The developers are open to unconventional gear sets and skill interactions, although they acknowledge the challenges in balancing and animating such features.

Q & A

  • What is Jonathan's favorite boss fight in Path of Exile 2 so far?

    -Jonathan's favorite boss fight is the T GOA defiler, which he describes as the most outrageous boss they've ever created with a variety of abilities.

  • Why was the T GOA defiler boss fight frustrating during the demo?

    -The T GOA defiler was frustrating because it wasn't using half of its abilities during the demo, which made the fight seem less challenging than it could be.

  • Is the skill 'Righteous Fire' going to be in Path of Exile 2?

    -Righteous Fire is in Path of Exile 2, but it works a little bit differently and the specifics are not yet disclosed.

  • What was the most impressive or shocking thing players did with the game mechanics that the developers didn't expect?

    -The most impressive and unexpected player creation was the various iterations of the Worm Blaster, which was a very creative use of the worm flask.

  • How does the item progression feel in Path of Exile 2 compared to the first game?

    -The item progression in Path of Exile 2 aims to feel good, with a sense of progression where rare items are not obtained immediately but are still rare and valuable.

  • What changes are being made to the rarity system in Path of Exile 2?

    -In Path of Exile 2, the rarity system has been revamped to ensure that more rarity equals better items, not just more items. This includes a tier system for rares and better currency items when rarity is rolled.

  • What is the approach to trade in Path of Exile 2 regarding instant buyouts and hyperinflation?

    -The developers plan to have instant buyouts in Path of Exile 2 without causing hyperinflation, by correctly pricing the gold and making trade more restrictive compared to other games.

  • Will there be entirely new endgame bosses or will some familiar ones return in Path of Exile 2?

    -While existing league bosses will be upgraded with new abilities and appearances, iconic bosses like the Shaper and Ziri are not expected to return in Path of Exile 2.

  • How is the skill gem system presented in Path of Exile 2 to make it more accessible?

    -The skill gem system in Path of Exile 2 is presented in a way that feels like a skill tree, making it easier for new players to understand and choose skills without being overwhelmed by options.

  • What is the status of unconventional gear sets like dual-wielding shields in Path of Exile 2?

    -While there are no current plans for unconventional gear sets like dual-wielding shields, the developers are open to the idea and have included unique items with unusual effects.

  • How are ailments and their management being approached in Path of Exile 2?

    -Ailments in Path of Exile 2 are intended to be more meaningful and harder to apply, requiring players to be more conscious of their effects and management during combat.

  • Will race events and their rewards make a return in Path of Exile 2?

    -Race events are unlikely to return in Path of Exile 2 due to their lack of impact on player engagement and the resource-intensive nature of organizing them.

Outlines

00:00

🎮 Favorite Boss Fights and Game Mechanics

Jonathan, the game director of Path of Exile 2, discusses his favorite boss fight, which is the T GOA defiler shown in the demo. He highlights its numerous abilities and the challenge it presents. The conversation also touches on the player's ability to use Righteous Fire in PoE2, and Jonathan expresses curiosity about unexpected player strategies, such as the Worm Blaster. The discussion on item progression and the rarity of unique items in PoE2 is also covered, with Jonathan's intention to make chase items feel rewarding and rare.

05:01

🛍️ Loot System and Economy in PoE2

The paragraph delves into the changes to the loot system in Path of Exile 2, focusing on the rarity system that provides better items rather than just more of them. Jonathan explains the tier system for rares and how it affects the identification process, making certain items worth the player's time to identify. The conversation also addresses the in-game economy, with Jonathan's intention to avoid hyperinflation and the use of gold as a tax fee for instant buyouts.

10:03

🏆 Endgame Content and Boss Evolution

Jonathan talks about the endgame content and the evolution of bosses in Path of Exile 2. He suggests that existing bosses will be upgraded with new abilities and aesthetics to fit the higher standard of PoE2. The discussion also includes the potential for new endgame bosses and the decision not to bring over certain iconic bosses like the Shaper from PoE1, aiming to keep the content fresh and unique to each game.

15:03

🚀 Enhancing New Player Experience

The focus shifts to the accessibility and new player experience in Path of Exile 2. Jonathan discusses the changes to the skill gem system, making it more intuitive and less overwhelming for new players. He also talks about the importance of providing information in an easily accessible way, such as through a hover or dictionary system, and ensuring that there is no hidden information that could confuse new players.

20:04

🏹 Ailments and Flask Mechanics

In this paragraph, Jonathan addresses the changes to ailments and flask mechanics in PoE2. He wants to make ailments less frequent but more impactful when they occur, requiring players to have a strategy to deal with them. The conversation also touches on the desire to keep health and mana flasks relevant and to make the application of ailments more conscious and meaningful.

📆 Race Events and Future of PoE2

The final paragraph discusses the possibility of race events returning to Path of Exile. Jonathan expresses his personal interest in such events but explains that they did not have a significant impact on player engagement in the past. The decision to not continue with race events is due to resource allocation, with the team preferring to focus on developing new bosses and content for the game.

Mindmap

Keywords

💡Boss Fights

Boss fights in video games are pivotal battles against a significant enemy, often marking the end of a level or stage. In the context of this video, the game director of 'Path of Exile 2' expresses his admiration for the boss fights, particularly the one showcased in the demo, the 'T GOA defiler'. The boss is described as having an array of abilities, making it a challenging and engaging encounter for players, which is central to the game's appeal.

💡Abilities

In the video game context, abilities refer to the special powers or skills that characters can use during gameplay. The script mentions that the 'T GOA defiler' boss has multiple abilities that it didn't even use during the demo, indicating the depth and complexity of the gameplay mechanics in 'Path of Exile 2'.

💡Righteous Fire

Righteous Fire is a skill in 'Path of Exile' that players can use. It is mentioned in the script as a beloved skill by many players, and there is an interest in whether it will be included in 'Path of Exile 2'. The game director hints that it is present but will function differently, sparking curiosity about its mechanics in the sequel.

💡Worm Blaster

Worm Blaster is a term from the game referring to a particular build or strategy used by players. The script discusses how players have innovated with the Worm Blaster over the years, creating impressive and unexpected ways to use it, showcasing the game's depth and the creativity of its community.

💡Item Progression

Item progression is the concept of acquiring better items as a player advances through the game. The game director emphasizes the importance of maintaining a good item progression feel in 'Path of Exile 2', where players experience a sense of growth and achievement without being overwhelmed with high rarity items too early.

💡Rarity

Rarity in gaming refers to the frequency at which items appear, with rare items being less common and often more desirable. The script discusses the balance of rarity in 'Path of Exile 2', aiming to make rare items feel rewarding and significant, unlike in 'Path of Exile 1' where certain chase items like 'Mageblood' are considered too easy to obtain.

💡Chase Items

Chase items are those that players seek after, often due to their rarity or the challenge of obtaining them. They contribute to the game's allure and long-term engagement. The script mentions the importance of maintaining chase items in 'Path of Exile 2' to preserve the sense of achievement and excitement when players finally acquire them.

💡Rarity System

The rarity system in 'Path of Exile 2' is a mechanic that affects the quality of items players find. The script explains that this system is designed to ensure that as players increase the rarity of items through actions like map crafting, they receive better items, not just a greater quantity of them, thus enhancing the loot experience.

💡Instant Buyouts

Instant buyouts refer to the ability to immediately purchase items in a game's trading system. The script discusses the intention to implement instant buyouts in 'Path of Exile 2' without causing hyperinflation in the game's economy, indicating a careful balance between player convenience and economic stability.

💡Map System

The map system in 'Path of Exile' is a gameplay mechanic involving the use of maps to explore and conquer various areas. The script suggests that in 'Path of Exile 2', the map system will be a significant point where the game opens up, and players start to understand the depth of the game's mechanics.

💡Ascendancy

Ascendancy classes in 'Path of Exile' represent advanced character classes that are chosen after completing the game's main story. The script hints at the possibility of unconventional Ascendancy designs, such as using bow skills with a melee weapon, although it acknowledges the challenge it presents to the animation team.

💡Ailments

Ailments in gaming are negative status effects that can impact a character's performance. The script discusses the intention to make ailments less common but more impactful when they do occur, promoting strategic gameplay and the use of flasks to counteract them.

💡Flasks

Flasks are consumable items that provide temporary buffs or remove status effects. The script mentions the desire to avoid the 'flask piano' scenario from 'Path of Exile 1', where players constantly use flasks, by making ailments harder to apply and thus making the use of flasks more meaningful and strategic.

💡Race Events

Race events in 'Path of Exile' were special timed competitions for players to complete content as quickly as possible. The script explains that while they were enjoyed by players, they did not have a significant impact on player engagement or growth, leading to their discontinuation due to resource allocation.

Highlights

Jonathan, the game director of Path of Exile 2, shares his favorite boss fight is the T GOA defiler from the demo for its outrageous abilities.

The T GOA defiler boss has additional abilities not showcased in the demo, hinting at a complex and challenging encounter.

Righteous Fire skill's inclusion in Path of Exile 2 is confirmed but with a different functionality.

Developers were impressed and sometimes surprised by player creativity, especially with the Worm Blaster and worm flask strategies.

Path of Exile 2 aims to balance item progression to maintain a sense of achievement without making unique items too common.

Unique items like mage blood are considered too easy to obtain in Path of Exile 1 and will be adjusted for a better chase experience in Path of Exile 2.

In Path of Exile 2, the rarity system is redesigned to provide better items rather than just more items, addressing the loot problem.

Identification is free in Path of Exile 2 once the hooded figure is rescued, and the rarity of ID scrolls is intentionally reduced.

Path of Exile 2's trade system plans to implement instant buyouts and a gold tax fee without causing hyperinflation.

The mapping system in Path of Exile 2 is a pivotal point where the game opens up and players truly understand its depth.

The skill gem system in Path of Exile 2 is redesigned to be more accessible, resembling a skill tree for easier understanding.

Jonathan expresses interest in unconventional gear sets and skill interactions, such as using melee skills with a bow.

Ailments in Path of Exile 2 are intended to be less frequent but more impactful when they occur, requiring strategic management.

Path of Exile 2 will not feature race events due to their lack of impact on player engagement and the opportunity cost of development resources.

The developer aims to make ailments in Path of Exile 2 more meaningful and less of a constant application, focusing on player awareness and strategy.

Path of Exile 2's economy and item systems are being fine-tuned for a better player experience, with a focus on rarity and chase items.

Transcripts

play00:00

hello and welcome Exiles I'm here with

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Jonathan game director of Path of Exile

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2 and I just wanted to start off with an

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opening question about the thing that

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impresses me the most with this game so

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far is the boss fights and that' be

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which one is your favorite and why is it

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your favorite boss fight so far well

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right now honestly it's the one we

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showed you in the demo um T GOA defiler

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that boss huge that thing might be the

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most outrageous boss we ever used and

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the funny thing about ever created and

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the funny thing about that is that I was

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getting really frustrated as we were

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showing it because it wasn't using half

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the abilities it has it's got like four

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more abilities that it didn't even use

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in that fight that are kind of crazy I

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wonder if it was something with the

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minions messing up the uh Target uh it

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is sort of related to that um but I mean

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in all the other demos it was actually

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using the other abilities it just didn't

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this time because it's just random right

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um but yeah it's got like these uh like

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giant swipes and it's also got this like

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one where it like beats the arena on the

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sides and then does like a giant flame

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breath in front um as well as like uh I

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don't know if it did the like chest open

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up and all the fire comes out and then

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it leav a of raging Spirits yeah yeah

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leave a bunch of raging spirits in the

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ARA know there's like all sorts of stuff

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that it does it's got like a honestly

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that thing's outrageous it's got so many

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abilities it was very impressive and

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then the theater volume just really like

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s a little bit of chills down your spine

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as he doing those um I think to follow

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that up with this is just a personal

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curiosity that I have to ask um

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righteous Fire a skill I love and a lot

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of people love is that a skill you think

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we can see in pee2 it is in poe2 um it

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works a little bit differently I'm not

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going to talk about it yet okay all

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right I had to ask because that is a

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personal curios I I know there's a lot

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of people that love that skill next up

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question I have is in your time as

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developing not just path Style 2 but

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before when the player base takes

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something that you didn't necessarily

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expect or they create something very op

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what is probably the most impressive

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thing or something where you were

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shocked or they took something and used

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it in a way you didn't expect I mean the

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various iterations of worm Blaster uh I

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would say over the years like various

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things to do that worm flask did you

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ever have arguments with ran due to that

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flask I mean sure the thing is it's so

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cool that that they were able to do that

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but yes that all that various those

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various things have been definitely the

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most fun in my opinion fair enough fair

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enough that is definitely an iconic one

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for sure um next up I'm kind of curious

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in your picture of

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pu2 the grind for mage blood had to

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these items in pu1 there's kind of level

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of being like I could get that if I'm

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grinding for 20 30 whatever hours it is

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what does that look like in terms of

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Rarity for a Chase item in Path of Exile

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2 it's really hard to say at this point

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because we don't have everything

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finished enough to really test ingame

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economy economically properly um one

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thing that's really important to me is

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basically making it so that through the

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game the item progression feels good and

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what that kind of means is that you're

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not necessarily getting all rares on

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your character right away you know

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there's kind of got this progression

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through the game now in order to make

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that feel right towards endgame I'm not

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quite sure what they will end up as as

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far as the Rarity of uniques and so on

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there are actually uniques on the build

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you've got right now but I don't think

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they're showing up oh really what did

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you find it was a shield that gave some

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spell it wasn't relevant to either of

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our characters neither characters using

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The Shield at the time but we found a

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unique Shield it was I think more of a

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spellcaster shield we ended up selling

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it because it was a th000 gold and we

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could use it to buy other items in the

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shop at the time cool cool cool but um

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yeah so basically I'm I'm not quite sure

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exactly what the progression will be

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like for uniques but I mean I do want

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stuff to be rare and I do think that um

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Head Hunter and mageblood even though

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they are hard to get if you are a new

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player they're still too easy I think in

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the economy of pee1 right now to get and

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um I think that we want to make sure

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that there are Chase items like Chase

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items are super important to kind of

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have that kind of mythical thing that

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you that you want to Chase and like over

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the course of your Poe career over many

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leagues like I finally got a mage blood

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you know you kind of need that that sort

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of element so I don't know if I can

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distill that down to a number of hours

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but I guess it just needs to feel that

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way and um yeah the chase items just

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need to exist I could say I don't know

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if this is me getting better at the game

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or because recent leagues have been

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super it is recent leag super gener

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but it's definitely felt like M felt

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like it was something really hard once

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you got it it felt like it was crazy and

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now it's more on the part of yeah yeah

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didn't really take that long right right

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I agree I don't think it's in the right

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place in pee1 um but uh you know

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thankfully we have an opportunity to

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reset a lot of the stuff in pee2 um the

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uh and in particular I mean with regard

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to items uh in pee2 is that in in in

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pee2 there are no sources of quantity

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except for um the the existence of more

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magic and rare monsters or party members

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so you're not going to get the thing

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where you get like a Bild jillion items

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it's going to be that the Rarity system

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makes it so you get better items but

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even though there's a similar number on

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the ground at higher levels so you

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saying like map Zone modifiers like if

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you have a bunch of mods on a map n will

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do quantity it's all going to be Rarity

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and the Rarity will mean but but Rarity

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in poe2 Works in a way where you get

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better items um even outside of the um

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just the regular Rarity tars so um you

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may not have seen this in the demo but

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you uh you can get like a thing that

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will say like you know you might get a

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rare dropping that's say tier 2 next to

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it okay what that is is that when you

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identify that it's going to have better

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mods than what a T1 rare could have

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rolled um and this will mean that as you

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get more Rarity due to producing Maps

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more and doing all that stuff um you'll

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get better rares rather than just more

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rares and this this part of the solution

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towards currently there's a big loot

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problem where you just kind of want to

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ignore the drops and this tearing system

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is supposed to give you some way of

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being like okay this is a better rare

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it's worth my time to IDE it but not

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only that but Rarity also in poe2 gives

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you better currency so the way that that

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works is that um okay uh like low-level

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currency items are normal currency and

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if you roll rare then and it's currency

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then you get like the higher te currency

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item exactly that kind of stuff so magic

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currency as the transmutes and stuff

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like that K is rare currency then

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there's unique currency so instead of in

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in the unique slot as it were you could

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have got a unique or you could get some

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currency that's very high level can you

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tease us what unique what would be an

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example of a unique currency I mean I I

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I don't want to quote the exact drop

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tables cuz I don't know that the exact

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situation of them but effectively the

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higher test stuff that you would um you

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know the most expensive stuff will tend

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to be in the unique category all right

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but um ultimately yeah the idea here is

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that more Rarity equals better items it

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doesn't equal just you know more rares

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or more uniques so that means that um I

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think the item system will be a lot more

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robust well that is exciting because

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item blo is definitely a top level for

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sure we we hide everything we filter it

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all out I know I know and then it gets

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to the point where we're like why do we

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have wisdom Scrolls we don't want to

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look any I funny funny thing of course

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isn't that in pee2 um identification is

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free once you've got the rescued um the

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hooded one um and then that means we've

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actually got a specific thing in there

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where um before you um before the level

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where you rescue him um ID Scrolls have

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got a certain Rarity and then they go

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down to like almost nothing after that

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so that you don't really have that you

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get them I did notice they were dropping

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lights after we after yeah yeah exactly

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so that's actually intentional to to

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prevent that kind of thing you've got

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items that you're not um using that are

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just worthless to you now is he going to

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be somebody like that we' be able to

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have in our Hideout for example to idea

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okay pretty cool now one thing I want to

play07:03

touch on is in terms of the economy side

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prior to Ellie's launch you guys noticed

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that they were doing a pretty cool trade

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system and you had mentioned instant

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buyouts and using the gold as a like a

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tax fee since watching that game launch

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and how that trade system played out

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have you guys changed your mind or

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perspective on how you're going to

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approach trade in pu2 we're still

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thinking the same thing I think that the

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way we plan to do it is more restrictive

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than what they were doing and So like um

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you know like using the gold and the way

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that we're planning on using it so I

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don't think that there's any inherent

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issue with the plan that we have but

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that being said we'll find out on Early

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Access very quickly whether or not

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there's a problem um and uh my my my

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belief is that we will be able to have

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instant buyouts and no hyperinflation in

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the economy at the same time so long as

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we can price the gold price for this

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correctly but what that might mean is

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that players are initially kind of angry

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at how much the gold price costs we have

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yes we have to trade equipment to be

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clear because currency items have no

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problem we can price those very low in

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the thing because currency items are

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inherently um like uh because they're

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homogeneous you kind of get like a

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market price establishing liquidity very

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early um whereas uh for equipment

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there's no sync for equipment and so

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therefore um you can get hyperinflation

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if you're not careful and that's why you

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need to make trade of equipment much

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more people can Market manipulate and go

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buy kind of the very rare item and make

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it seem hyper currency very difficult to

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do that with like you know you can have

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a liquid currency market and making that

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easier by just having a more market like

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now would that be a thing that would

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apply to Mir of col or a much more rare

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currency where they could start to

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Target and manipulate it or I don't know

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I mean like I I mean look we'll find out

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when we try it but I believe it should

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be okay to have mirrors even in the um

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in the currency uh Market as opposed to

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the equipment Market um I think it will

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be okay um but uh yeah we'll see find

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out all right next thing I'm kind of

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curious about is

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specifically we know the mapping system

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is planned for pe2 and there's League

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mechanics that you're to Port over over

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time based on what fits in pu's current

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like esape will we expect entirely new

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endgame bosses or will some of the ones

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we know return so in um you so if you're

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talking about with regard to the league

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content um I suspect what will happen is

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that um we will upgrade the existing

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like for for when we're when we're

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making a league return we'll probably

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upgrade the existing ones add new

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abilities and sad of change them but

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they will be fundamentally the same boss

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just upgraded and cooler looking so if

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you brought ultimatum you get master we

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modify I mean would make it like it it

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will be different because like the

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standard of a boss in per 2 is higher

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than it is in per 1 so there's more

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stuff like this is even true for some

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content that we've made um this is a bit

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of a weirder story but you know there's

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some content that got made for pee2 then

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we did a thing with using it in pee1 and

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then when we can picture it right now we

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fought the sanctum candle boss oh yeah

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yeah yeah yeah example I think exactly

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so that originally was made Pee 2 and

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then um it got put in pee 1 as a as a

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Boston sanctum and then we put it back

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in Pee 2 again and we had to make

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changes again to make it PE definitely

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different than he was in say yeah yeah

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yeah so I mean on some level You could

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argue he's the same boss as before looks

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like a dude with a bunch of cand yeah

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but but it is a different boss as far as

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like you know other mechanics go so it

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was pretty cool running into that boss

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like that's the boss from San I recogniz

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and he obviously did different abilities

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as now I also am curious in that

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question iconic bosses shaper and Ziri

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these sorts of things I don't think we

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would do shaper I think that that is a

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thing that is pe1

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law leave it exactly leave it there um I

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think the leagues are a little bit

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different in this regard but I don't

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think that stuff that's caught like the

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atlas of poe1 would be something that

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we'd want to bring over um that being

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said I mean you never know right I mean

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like oh man wouldn't it be cool if we

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did this you never know so some sort of

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Legacy throw sure sure but either way

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even if we did do that it would

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certainly be a different boss like even

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thematically it would be like oh the

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shape is back because he's doing X and

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he's got different and stuff so it would

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be effectively a different boss at that

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point but I mean I once again I have

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zero plans for that I'm just kind of

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saying like you know no promises no

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promises about that but one way there

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fair enough I'll see him soon I guess

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now here's something that I'm going to

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mess up the quote but Chris famously

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said something along the lines if you

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make it to Maps we have your soul yeah

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now when I think about that it's very

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true I got to maps and then I got

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completely hooked on just wanting to

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dive deeper and deeper do you expect the

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point of where they've played this game

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enough they're in it do you expect that

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to be before maps in pee to um honestly

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it's hard to say but I mean the thing

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with the map system is it's really where

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the game sort of starts to open up and

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like you really sort of understand some

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of the stuff that you can do so I think

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it really is it's not so much that it's

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the that it's a amount of time or

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anything like that it's just that the

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map system is like when you start to

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sort of like if you can understand maps

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and why they're cool then you are a Poe

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player some level you know like you're

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there so therefore that's why and so I

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think it's yeah it's not so much the

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time it's the it's the system itself

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like you understand the systems you like

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if you're enjoying that you're like yeah

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you're going to you'll probably want to

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come back again and play that now

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obviously we're playing an early cut

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demo of couch Co-op here and with that I

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have to say I'm pretty impressed in

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terms

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of making the information that overloads

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you right away putting that kind of in

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the background and there was a lot of

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skills where I didn't even go and look

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at the description I'm normally that's

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someone to do it and I put it on I start

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playing with it um I think that is

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hopefully your target it is to try to

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get to that ease of access of going from

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campaign start to end of campaign

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outside of the uncut gem system and

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other things in the early game in terms

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of

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transitioning understanding items is

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there any other things you're trying to

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do uh to that ease of approach access

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like getting people on boarded I mean so

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yeah it really is part of the stuff you

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mentioned so the way that the skill gem

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system is presented now is in a way

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where it feels like a skill tree you

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know like it look like like you know you

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get this thing and it looks like oh this

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is like a D2 skill tree I just pick the

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skill and then when we're doing support

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gems you um you use that and it feels

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like oh it's just a pick list of here's

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some supports I could use and you don't

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really think about the fact there's 100

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other supports you could have picked

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that um would have technically worked we

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just didn't show them to you when we're

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looking at the skill so having those

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things where it feels that way is very

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important the other thing as well is

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that um when people do want information

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we need to be able to get it to them and

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an easy way so um we've got the system

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now where you can um hold open a hover

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um Mouse over M yeah exactly the inbu

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dictionary thing now we I don't think

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we've explored fully yet all the

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capabilities of what that system could

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do for us I really want to make sure

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that everything is explainable that in

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the game plan that there is no actual

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hidden information that isn't somewhere

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it's keyword that you wouldn't

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understand in natural English exactly

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but um on some level that stuff isn't

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really what helps new players like what

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helps new players is effectively like

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guiding them towards a like an easy

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enough path where they feel like their

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choices haven't expanded too much and

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like the passive tree is always going to

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be the passive tree so that's always

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like a you know a crazy thing like that

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but at least with the skill system now

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you can kind of feel like okay here's

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some sort of obvious choices some simple

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things I can just pick and if I do that

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I'm probably not going to go too far

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wrong I can probably finish the campaign

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if I without really having to you know

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like lately dig into some build guide to

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be able to do that if you know what I

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mean and then when you see the build

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guides later you're like oh there's all

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this other I couldn't done I didn't

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realize I could pick stuff from other

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classes I didn't realize I could mix the

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skill gym with that with the support and

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so on um and then that's the stuff when

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you kind of really start to take off um

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but at least for the kind of like you

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know for for the new player you should

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be able to um to to to get enough

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through to understand that with just

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what we're showing well I'm hopeful I

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know I've even talked to my brother who

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initially was the first one who invited

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me to go try Path of Exile and I got it

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completely hooked he's even talking

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about previously I didn't bring it up

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and he's thinking I'm going to try a

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Path of Exile too we've seen a lot of

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the demos and stuff you guys are putting

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out showcasing the characters and stuff

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and I think that'll probably be a

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selling point for somebody like him who

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didn't really want to dive as deep right

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away with all the overload of

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information right um so we'll see how

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the fans on I'm excited for it now I

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want also ask quite a few questions here

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but I want to make sure I pick and

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choose ones that are um things that I'm

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quite curious about

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um way back when first exilecon and I'm

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not going to remember this 100%

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correctly but there was some sort of

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idea in an ascendency that had the

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ability to use it was either bow skills

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with a melee weapon or it was using

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melee skills with a bow or something

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like that um my animators really don't

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like this one are they are they have

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they r over it uh well I mean so like

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that's the kind of thing that I love cuz

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I like just like coming up with weird

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stuff like that um we might still do it

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I don't know um it's we kind of like

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have done a lot of other ascendency

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class design since then and we're not

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really talking about ascendency classes

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too much so I don't really want to

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promise anything but I do know that our

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animators aren't very happy with that

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one CU like we have to animate all these

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different things for all these stuff but

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as I said I love that sort of stuff um

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it might come in more with uniques um we

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have all sorts of weird uniques that do

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weird stuff like that um yeah I I guess

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I can't really spoil anything right now

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but uh effectively um like I I I like

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weird like use the skill with other

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weapon type type interactions I think it

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opens up more builds that you can

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potentially do would there be any world

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where there's unconventional gear sets

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like for example one I always hear about

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is dual wielding Shields some weird

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something like that um I mean look I'll

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Never Say Never um that's odd for sure I

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would have to think about how that could

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work um but uh I mean as I said I like

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that kind of stuff um we've got a few

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already thing weird things like that

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going on in our uniques that um I don't

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know if any of them actually in the

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build you're playing and as I said the

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unique's quite rare at the moment anyway

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okay um but yeah there's some kind of

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weird stuff uh I'll take that as a

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probably yes yeah even though it's a

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maybe no yeah yeah all right fair enough

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um another question I'm pretty curious

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about getting your um your input on is

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given the strict limitation of flash

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generation and there's a clear uh

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emphasis on certain flas are basically

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just for removing like chill if you've

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been chilled and the limitation there

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ways to deal with ailments and are we

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to basically believe that going forward

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ailments are going to be quite a bit

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more difficult to deal with or just rare

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that we encounter them in general for so

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they are I do want um what we're trying

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to avoid with the way the flas work is

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the sort of flask piano thing where you

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just be constantly pushing flasks and um

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in order to do that we do have to make

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it so that things like elments are a bit

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rarer to apply to you but when they do

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happen they are nasty and therefore

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you're going to want to have a way to

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deal with that so yes absolutely um but

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the thing is is that um I also am still

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a believer in you actually using health

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and Mana flasks so there which I know is

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something

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isot people I mean I know in pee one

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that's like practically Sac religious

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but um the a lot of people myself

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included that aren't necessarily flask

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enjoyers yeah yeah but um ultimately um

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the uh the yes

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effectively you should have to care

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about ailments it shouldn't be something

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that is just happening to your character

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all the time it's like an event that you

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know you have to worry about and like it

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can matter on certain bosses and so on

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um one thing that I would say is that in

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pee1 even from the player applying side

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I think that um you get a situation too

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often where just everything is affected

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by every ailment all the time um even

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lightly and um then you've kind of got

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this thing I don't really like that like

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I I I want to make the the ailments

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harder to apply so that then you

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actually it becomes a more conscious

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thing when you do it seems like a

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meaningful thing that happen yeah

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exactly exactly so um like uh things

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like with the uh the the um siphoning

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strike you saw earlier it's like shock

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is easy to apply with that skill shock

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is hard to apply with just a

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runof-the-mill lightning skill um it's

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like the kind of thing where like then

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you actually think about okay if I want

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shock I'm using this skill as opposed to

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that one and sure there'll be support

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gems that allow you to kind of do both

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anyway you know different things but

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it's not going to be the case that's

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just like oh I just every like because

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I'm doing so many elements all the time

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with so many skills I'm just constantly

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getting everything's on

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fire yes I really don't like that so um

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I think in general what we want less

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debuffs more meaningful debuffs that do

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more okay I appreciate that I was mainly

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thinking about the aspect of if it's

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going to be harder for us to deal with

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ailments then it' be hopefully uh

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something that we encountered less often

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I think we'll finish up with one last

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question I'm GNA have to choose

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hopefully a decent one to finish

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on

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um I'll talk about this question this is

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a personal curiosity of mine and I'm not

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sure you'll have a good answer on this

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but something I missed out when I

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started I started in breach leag towards

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the end of it something I always just

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hear about in Pas time is race events

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and the Race Rewards do you think that

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is something that will be returning for

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Path of Exile too I would love to do it

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but unfortunately it was one of those

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things that just never really moved any

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needles like it was really cool and like

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we didn't really see any increase in

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players from it we didn't really see

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like like even though it was cool and

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everyone liked it it kind of just didn't

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do anything um so what I would say is is

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that if we had so the person who used to

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do that to run those was Mark and Mark's

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kind of got a lot of other stuff on his

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plate so basically if Mark just did that

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I'm sure they would be great and we'

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still have them but we'd need to find

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another person like Mark just to run

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that who has like a good understanding

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of like what it would mean to run Poe

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seasons and for them to be able to do

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that without having to like uh you know

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like derail everyone else on the design

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team because effectively all it was is

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literally Mark could make another Race

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season or he could make another boss and

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we'd rather have the boss and that's

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literally all it was um so yeah as I

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said no philosophical issue with them or

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anything like that I'd love to have them

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I did enjoy playing them myself um but

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uh yeah it just kind of wasn't worth the

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time that we had for the people who

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needed to be making it to be doing it

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right well I guess we can hope that

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maybe some Mark finds extra free time y

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well thank you for uh letting me do this

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interview with you today and I'm sure

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everyone that got these answers are

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really really appreciate of it I really

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uh thank you thank you for taking your

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time yeah all right take care peace out

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exil

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Path of ExileGame DirectorBoss FightsSkill SystemEconomy DesignUnique ItemsPlayer BaseIn-Game CurrencyAscendancy IdeasAilments MechanicsCommunity Events
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