1. #481
    Quote Originally Posted by tenzing21 View Post
    Ok, so this game is downloadable for free, and playable for free? I'm quite lost here. I'm guessing that without a beta key today, you can't dl anything, but starting Wednesday, you can indeed download the game??
    You should be able to download it now, which I'd recommend doing as their servers will likely be shitting all over themselves for much of tomorrow.

  2. #482
    Quote Originally Posted by tenzing21 View Post
    Ok, so this game is downloadable for free, and playable for free? I'm quite lost here. I'm guessing that without a beta key today, you can't dl anything, but starting Wednesday, you can indeed download the game??
    go to their site and click on the dl that i have circled



    get the .msi file and install the launcher...it'll download and instal the game...do it any time it's free

  3. #483
    Deleted
    Open Beta Incoming
    To bad i can't put tons of time in the game, but i loved the last 1 week hc race..
    allthought i died at 500+- place at level 33 few days in, i had fun!

  4. #484
    I love how the hc does not destroy your chars as well. I will start every sc char on hc. Every potential sc char muhehe.

    My part in this story has been decided. And I will play it well.

  5. #485
    Ahh there we go...neews on whats happening tomorrow

    http://www.pathofexile.com/forum/view-thread/70299

    some notable things to take note of if your already in the beta
    "Note that due to a bug in the current version of Beta where it's possible to create more characters on your account than you are allowed, any additional characters over your allowance (which defaults to 24 unless you purchase more) will be deleted."

    and

    Traffic to the site has been absolutely insane over the last few days. We've been aggressively ordering more servers, but it's quite possible that we'll have long queues and general server unstability on launch day.

    Their servers had just recently been upgraded and tested to a capacity of about 56k...if they are ordering more then they are doing quite well

  6. #486
    Stood in the Fire Aurinax's Avatar
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    Less than 24 hours to go! So amped.
    Playing Path of Exile and Guild Wars 2

  7. #487
    Quote Originally Posted by Fencers View Post
    The game changes at high level because while in the mundane world monsters do not have "95% of damage is Lightning, Players are cursed with Vulnerability, Monsters reflect 60% of player damage, Players suffer 90.2 Chaos Damage a second, Players can not regenerate Life or Mana"

    It is completely possible and common to run into Maps with all those conditions at once. Further there is a breaking point where the only way to continue is by advancing through the Map/Endgame tiers. Which again, become exponentially tougher the higher you go.

    http://www.pathofexile.com/forum/vie...d/42623/page/1

    I've been following that so far.

    For end game, he has two routes:

    http://www.pathofexile.com/passive-s...VL-WP8q_8c_5M=

    and

    http://www.pathofexile.com/passive-s...VL_Kv-K_-T_94=

    care to comment on either? I would assume you like the first one since he says it's more "(High Survivability/Tank Route)"

    The guy in the guide states "Cons
    1. Base accuracy is abit low due to the lack of Dex nodes, (chance to hit is about 78%), but that can be countered by getting a Circlet with +accuracy". Which is so true, I miss so much it can lead me to die sometimes in big packs
    Last edited by Creatinebrah; 2013-01-22 at 10:47 PM.

  8. #488
    Quote Originally Posted by tangosmango View Post
    http://www.pathofexile.com/forum/vie...d/42623/page/1

    I've been following that so far.

    For end game, he has two routes:

    http://www.pathofexile.com/passive-s...VL-WP8q_8c_5M=

    and

    http://www.pathofexile.com/passive-s...VL_Kv-K_-T_94=

    care to comment on either? I would assume you like the first one since he says it's more "(High Survivability/Tank Route)"

    Also, I'm level 14 but it seems that I miss a lot and sometimes it can be the difference between staying alive and dying. Any advice?
    Yea, I tried a similar build to Invalesco. I linked it the previous page or so ago.

    It works. But I found it too soft and scrambled for more life/defense as the mobs ramped up. The build and technique are/is not particularly forgiving. And keep in mind many things will change tomorrow.
    Last edited by Fencers; 2013-01-22 at 10:41 PM. Reason: typos/havent slept

  9. #489
    Quote Originally Posted by Fencers View Post
    Yea, I tried a similar build to Invalesco. I linked it the previous page or so ago.

    It works. But I found it too soft and scrambled for more life/defense as the mobs ramped up. The build and technique are/is not particularly forgiving. And keep in mind many things will change tomorrow.
    What class/build do you personally enjoy or think excels more than others?

  10. #490
    Quote Originally Posted by tangosmango View Post
    What class/build do you personally enjoy or think excels more than others?
    Toughie.

    Enjoyed: Melee Ranger.
    Most excelled: Totem Templar & Summoner Witch.
    Last edited by Fencers; 2013-01-22 at 11:03 PM.

  11. #491
    Quote Originally Posted by Fencers View Post
    Toughie.

    Enjoyed: Melee Ranger.
    Most excelled: Totem Templar & Summoner Witch.
    Oh man, I saw totem templar video earlier...looked SOOOOOOOOOOOO boring lol.

  12. #492
    Chris Wilson clarifies Open Beta:

    Quote Originally Posted by Chris Wilson
    At the time of writing, there are 24 hours to go until we enter Open Beta. This post briefly explains how that transition works and what to expect. Please click through to read the whole post.

    The countdown timer on the game login screen and on the website news page is counting down towards the time when the deploy will be finished and the game will be playable. It is not counting down towards the start of downtime.

    We will bring the game servers down for deployment of the 0.10.0 patch two hours before the start of Open Beta. The website may be down for approximately 10-20 minutes while we perform database migrations. At this point, access to the game servers will be disabled until the countdown hits zero and the patch will be available to download. Just run your existing Closed Beta client to update to the open beta version. We're sorry that this doesn't give much time to download the 1.5gb or so, but we'd rather have some people playing than leave the servers off while giving people on slow internet connections a chance to patch fully. (EDIT: To clarify, the patch is available two hours before the counter hits zero).

    Once you're patched, if you try to log in, you'll be put in a queue. At the point the servers open, you should then be logged in.

    All characters will be reverted to level 1 and moved to new Default and Hardcore leagues. Their items will be destroyed, other than Demigod's Presences and pets. This is the final wipe the game will ever have.

    Note that due to a bug in the current version of Beta where it's possible to create more characters on your account than you are allowed, any additional characters over your allowance (which defaults to 24 unless you purchase more) will be deleted. If you are over this limit and have special names that you want to keep, you should manually delete characters to get under the limit. If you are truly paranoid, please move your Demigod's Presences to your stash so that they're not accidentally stored on characters that are deleted.

    There will be a further news post today with full Patch Notes, explanations of our reasoning behind balance changes and information on how the new cosmetic microtransactions work.

    Traffic to the site has been absolutely insane over the last few days. We've been aggressively ordering more servers, but it's quite possible that we'll have long queues and general server unstability on launch day. We may be operating under player load levels far above what we've tested to. Needless to say, there are a team of dedicated people here who will try to make sure you have the best possible experience.

    Kiwi packs become unavailable two hours before the countdown hits zero (i.e. when the servers go down). If you want to upgrade yours while it's still possible, you should consider doing that as soon as possible. Thanks again for your continued support!
    Source.

  13. #493
    Quote Originally Posted by Fencers View Post
    Chris Wilson clarifies Open Beta:

    Source.
    First game I would like to see open with a lot of toasting going on. See you in ~21h :P

  14. #494

  15. #495
    Scarab Lord Azuri's Avatar
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    And the patch notes are here:

    http://www.pathofexile.com/forum/view-thread/70479



    Quote Originally Posted by Path of Exile
    Version 0.10.0
    Notes:

    As part of the process of entering Open Beta, we have wiped all characters and reverted them to level 1 so that their names are retained. All items have been destroyed apart from the Unique prize item "Demigod's Presence" and Kiwi pets. There will never be another character or item wipe.



    Content:

    • The City of Sarn, Path of Exile's third act, is now available! It includes 21 areas based on 8 new tilesets, 18 completely new monster types and over 90 monster variations.
    • Added Quicksilver Flasks, a type of utility flask that increases movement speed by 40% for five seconds. A Quicksilver Flask is now available as a reward from the Medicine Chest quest.
    • Added Amethyst Flasks, a type of utility flask that increases chaos resistance by 35% for 3.5 seconds.
    • Added a new Keystone Passive - Zealot's Oath: Life regeneration applies to energy shield instead of life.
    • Converted to Keystone Passive - Ancestral Bond: You can summon up to 1 additional totem. You can't deal damage with your skills yourself.
    • Added a new ring base type - Prismatic Ring, which grants all elemental resistances.
    • The Punishment curse has returned after being disabled for a long time.
    • The Molten Shell used by Goatmen has been given new art.
    • Further improved the randomness of the Pools and Streams area.
    • Added two new Unique items, one of which was designed by a Diamond supporter and one which will be given out as a prize for winning races.
    • We've updated the art of bows in the game, including the item models that are held by characters.
    • Removed the recently added waypoint from the River Crossings and moved the Vaal Ruins one to a random location in that level.
    • The Eternal Laboratory is now available in Act Three rather than Act Two. You get access from Lady Dialla.
    • Names of rare monsters have been improved.
    • Continued to incrementally improve the art, effects, environments and sound.
    • We've added a new Map tileset (based on The Docks) and have changed the overall ordering of Maps.
    • The following Map areas have been updated so that they're substantially different in layout to before: Spider Forest, Jungle Valley, Waste Pool, Dry Woods, Cemetery, Mine, Underground Sea, Bog, Plateau and Dunes.
    • Merveil now uses new custom (purchasable!) art for her Cold Snap skill.
    • There have been no changes to PvP in this patch. It is still accessible from Act Two Normal (level 28 cap where you can't have entered Cruel difficulty) and Act Two Merciless (Open PvP). In the near future we'll revamp it to add more level brackets and move it to the arenas in Sarn.
    • Quest rewards have been changed for all classes. There's an emphasis on rare items as quest rewards in higher difficulties.
    • Added a new ability to Rock Elementals.




    Microtransaction Features:

    • Added a wide range of entirely cosmetic microtransaction items such as dance animations, more pets, and weapon and skill effects. Check out the shop on pathofexile.com for a complete list!
    • Typing /dance will use the appropriate purchased microtransaction from your microtransaction stash.
    • We've added support for Premium stash tabs which can be purchased on the website. Once one is purchased, you can rename it and change its colour as often as you want by right clicking on it.
    • You can upgrade a standard stash tab to premium, which upgrades the first available standard tab. Our initial pricing allows the upgrade at a discounted price just in case you already own a lot of standard tabs that you intended to upgrade.
    • Cosmetic item and skill effects can be applied onto your items or skill gems by right clicking the item in your microtransaction stash then left clicking the item you'd like to apply it to.
    • You can only have one cosmetic effect of a specific class on an item. For example, you may have a particle effect and a skin change applied to one item, but applying a second particle effect will destroy the previous one.
    • An item with a cosmetic effect on it cannot be traded or dropped. To trade or drop the item, you need to remove the effect from it.
    • You can reclaim effects (putting them back in your microtransaction stash) using the purchasable "Recover Cosmetic Effect" item which is also stored in your microtransaction stash.
    • If you want to destroy all of the cosmetic effects on an item for free without getting them back, place it on the cursor and type "/destroy_cosmetic_effects". Be very careful with this, we can't replace any purchases that are accidentally destroyed.
    • For now there's a limit of only one microtransaction stash. We'll lift this limit as soon as possible so that you can buy all the things.




    Features:

    • Some areas now have doors which can be opened by clicking them. You can fire projectiles through certain doors.
    • We've added the ability to render more reflective materials and have updated much of the metal in the game to be appropriately reflective.
    • There's now an icon on the world map to show when a waypoint is in an area underneath the overland one (for example, in the Sewers in Act Three).
    • There's now an option on the login screen to save your password between sessions. This can be unticked if you do not want to store a hash of your password on that computer.
    • Players are now notified via chat when they've taken a screenshot.
    • Flasks with movement speed mods (and the Quicksilver flask itself) now display an effect on the character to show that you're accelerated.
    • The roofs of certain buildings and tents in Act Three will fade away when you enter those buildings.
    • There are now sound effects associated with trading, partying and receiving whispered messages.
    • Bowstrings now twang visibly when fired.
    • You can now dismiss the quest-status-change notification with right click.
    • The Create button on the main menu now takes you to the account creation web page.
    • Life Regeneration is now shown as a per second stat, rather than per minute.
    • Monsters now list what elements they are vulnerable to.
    • The /debug command can't be used to cheat in races any more. Thanks guys.
    • Chat moderators can now chat in colour.
    • General Balance:
    • Chaos resistance is now available on item mods and on the passive tree. It is not included in the "All Elemental Resistances" mod.
    • The bandit leaders now grant different stat bonuses on each difficulty level. For Kraityn, Oak and Alira respectively, they are - Normal: elemental resistances, maximum mana, maximum life; Cruel: attack speed, cast speed, physical damage; Merciless: maximum frenzy charges, maximum power charges, maximum endurance charges.
    • The "Chilled" statuses from cold damage and ground ice do not stack any more.
    • Reduced the life progression of summoned minions (skeletons and zombies). Increased their base life and added a small amount of general elemental resistances have been added.
    • Disabled Diamond flasks until we've rebalanced them properly.
    • World Balance:
    • Now that Act Three has been added, we've removed the Ruthless difficulty level and have rebalanced around this new progression.
    • Merciless content now finishes at level 64. Map content currently progresses to level 75.
    • The experience penalties on death are now 0% for Normal, 7.5% for Cruel and 15% for Merciless difficulty.
    • The new player resistance penalties are 0% on Normal, -20% on Cruel and -60% on Merciless difficulty. Chaos resistance is now included and has the same penalty apply to it.
    • Side areas in higher difficulty levels can now be much higher level than the areas they are next to.
    • We've rebalanced all monster packs throughout the game so that there's a lot more variance in their sizes. This has dramatically improved pacing, as you'll encounter both larger packs of monsters and more suspenseful empty areas before some encounters.
    • Higher level maps are now a lot more challenging.
    • Passive Skill Balance:
    • Chaos Inoculation now grants no additional energy shield bonus. Its complete immunity to chaos damage, synergy with Blood Rage and other skill combos are deemed sufficient upside to counteract the life penalty.
    • The Elemental Equilibrium keystone passive skill now grants a flat amount (+25%) of resistance to each element you hit with and a resistance penalty (-50%) to each element not present in the hit.
    • The passive skills that increase elemental resistance while holding a shield have been improved.
    • Added some chaos resistance nodes to the passive skill tree.
    • Early projectile damage passives on Ranger area of tree improved to 8%.
    • Energy Shield nodes have been increased.
    • General Gem Balance:
    • The experience curve has been smoothed for gems that start at character level 24 or 31.
    • High level gems are now balanced to have greater effect than before.
    • Attack gem damage bonuses no longer taper off towards higher levels but now continue to increase at the same rate.
    • Reduced the life progression of totems. The bonus for totem life per point of quality has been decreased from 3% to 1.5%.
    • Skill and support gems now have balance values that go higher than level 20, so that if you get a gem at max level (which is still 20) but have items that increase the gem level, then the skill is more powerful.


    Active Skill Balance:

    • Anger: Base mana cost increased by 10 to 50, increasing by 6 per level instead of 5.
    • Clarity: Reduced in effectiveness by around 20%.
    • Cold Snap: Damage significantly increased (40% higher at Level 1, 105% higher at Level 15).
    • Decoy Totem: Life bonuses per level reduced because it's already very strong.
    • Discharge: Early levels improved by around 20%.
    • Discipline: Mana cost increased by 40. Energy Shield granted significantly reduced.
    • Elemental Hit: Is now player level 19 (was 2) and has had its damage reduced, especially at high levels.
    • Enduring Cry: The number of charges gained has been reduced at higher levels. It produced the same amount at level 1, and progresses to being 40% less effective by level 20.
    • Fireball: Damage progression increased - now 14% increased by level 15.
    • Fire Trap: Now does more damage at earlier levels.
    • Flame Totem: Added 4% base critical strike chance.
    • Freeze mine: Improved by 37.5%.
    • Grace: Mana cost now increases 7 per level, instead of 5.
    • Haste: Now starts at 6% attack and cast speed and improves to 14% attack and cast speed (and 7% move speed) at higher levels. The mana reservation cost is unchanged.
    • Ice Shot: Is now level 4 (was level 31). Its mana progression has been changed (it starts at 10 and progresses to 16 mana). The duration of chilled ground that it causes has been reduced by 20%.
    • Infernal Blow: Now has +25% damage effectiveness rather than +12% attack damage.
    • Lightning Arrow: Has been moved to level 10 (from 1). Its mana cost and progression have been flattened. The chance to shock has been removed. A damage bonus as it levels up has been added. The number of targets is now always 3.
    • Molten Shell: Now provides more armour and has had its detonation thresholds changed.
    • Phase Run: Has been retired to the plane of elemental fire to be reforged anew.
    • Rain of Arrows: Is now a level 4 Skill (from 10). Its area of effect has been increased by 20%. The delay between firing and arrows hitting the ground has been reduced by 20%. Its Area of Effect has been reduced and its quality bonus has been changed from Area of Effect to Attack Speed. Its damage effectiveness has been reduced slightly.
    • Shock Nova: Increased base critical strike chance from 3% to 4%. Mana cost has been reduced.
    • Shockwave Totem: Added 4% base critical strike chance.
    • Spark: Once a Spark has bounced, it'll only be able to pierce the same target again if it has been more than one second since the last time.
    • Split Arrow: Is now player level 1 (was 4).
    • Whirling Blades: Damage effectiveness increased from 60% to 80%.
    • Wrath: Base mana cost increased by 10 to 50, increasing by 6 per level instead of 5.
    • Support Gem Balance:
    • Additional Accuracy: Improved at higher levels.
    • Chain: Damage penalty has been increased from -40% to -50% and the number of chains has been reduced from 3 to 2.
    • Elemental Penetration supports (various): Now have reduced penetration - they start at -16% instead of -25%.
    • Fork: Damage penalty changed to -30% from -20%.
    • Life Gain on Hit: Has been improved, especially at higher levels.
    • Life Leech: Has been improved.
    • Spell Totem: Now has a 30% cast speed penalty.
    • Ranged Attack Totem: Has had its attack speed penalty reduced from 50% to 30%.
    • Item Balance:
    • Unique items have been rebalanced (mostly up) in power. We've also changed defensive values on low uniques to generally just be a static bonus, rather than a large percentage that only affects that item.
    • The level that the currency item drop rate penalty now treats all players above level 68 as 68 (this used to be level 63).
    • Chaos resistance mods are now available on items.
    • The attribute requirements for armour pieces and gems have been increased.
    • Cartographer's Chisels now drop from level 52+ monsters rather than 45+.
    • Vendors in Act Three have previously unsold currency items available, such as Orbs of Alchemy.
    • Granite Flasks now grant 4000 armour on use, not 10000.
    • Block rate mods have been added to the mod pool for shields.
    • Critical multiplier mods on weapons are now global, not local, so that if you have it on one weapon, it'll affect all skills, not just attacks with that weapon. This means that they are no longer multiplicative with the rest of your critical multiplier values.
    • The following support gems have been moved from level 15 to level 12: Faster Projectiles, Added Cold Damage, Additional Accuracy, Added Lightning Damage, Increased Critical Damage, Minion Life, Weapon Elemental Damage, Life Gain on Hit, Iron Will, Chance to Flee, Fork and Added Fire Damage.
    • There are now new item mods that go up to item level 77.
    • Medium Life and Mana Flasks have had their drop level reduced to 4.
    • The Adrenaline flask mod has been moved to level 5.
    • Mods that increase the levels of socketed gems of specific types by two levels have been added.
    • A mod that increases the level of any gems socketed into the item by one level has been added. This can stack with one of the other gem level mods for a total bonus of +3 levels to a gem.
    • The mods that affect the level of elemental gems socketed into the item can now spawn on caster weapons other than wands and staves.
    • The maximum flat energy shield that can be gained on an item has been reduced.
    • The life regeneration on Coral Amulets has been improved.
    • Life regeneration item mods have been improved.
    • Item rarity mods reduced by around 20-25%.
    • Item rarity can now spawn as both a prefix and a suffix on the same item.
    • Rarity mods on uniques have generally been increased.
    • Flat armour mods on individual pieces have been changed to be as good as flat evasion mods.
    • Monster Balance:
    • Merveil's second form has been given new abilities. This fight will be improved later.
    • The accuracy penalty has been removed from ranged monsters because of the change in 0.9.12 where you can avoid their projectiles by running out of the way.
    • Skeleton casters have had their damage reduced in the early game and increased in the late game.
    • Hailrake's damage has been reduced slightly.
    • Monster Viper Strike damage has been lowered.
    • Blackguards in the Western Forest have had their life increased.
    • The totem mod for Maps can now spawn totems that use Lightning Warp.
    • Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
    • Elemental skills of monsters now do more damage in higher difficulties.



    Bug Fixes:

    • Fixed a bug where you could create too many characters on your account.
    • Fixed a bug where rerolling items would not result in them having mods from families they used to have.
    • Fixed a client crash related to Lightning Warp.
    • Fixed a bug where rerolling items wouldn't reduce their level requirement.
    • Fixed a bug where scouring a flask would remove its level requirement.
    • Fixed a bug where specters and other minions would lose their implicit mods when they travelled between areas.
    • Fixed a bug where your speed would not change when using Shield Charge to travel through ground ice or ground tar.
    • Fixed a problem with energy shield percentage mods on armour being too high.
    • Fixed a targeting bug with Lightning Arrow.
    • Fixed a bug with Conduit and unpartied players in the same instance.
    • Fixed a bug where chilling monsters or cursing them with Temporal Chains could prevent their attacks from succeeding.
    • Fixed a bug where a monster's minions would vanish if you shattered the parent monster.
    • Fixed a bug where pathfinding problems could cause certain projectile skills to not fire at all, rather than firing into a blockage.
    • Fixed a problem with evasion related to Lightning Strike.
    • Fixed a bug where it was difficult to pick up items or open chests near enemies.
    • Fixed a bug where rounding errors could cause minions to spawn as dead when you change areas.
    • Fixed bugs related to items being picked up in the wrong order if "Key Pickup" was enabled.
    • Fixed a bug where traps and remote mines would not show the arrows flying into the air when using Rain of Arrows.
    • Burning Arrow is now properly affected by the Point Blank keystone passive and the Chin Sol unique item.
    • You can now interact with objects in town if you have an item on the cursor. This fixes the problem where if you accidentally closed the stash while you had an item on the cursor, and you couldn't place the item into your inventory or back into the stash.
    • Fixed a bug where the login window would overlap with error messages beneath it.
    • Fixed an instance crash related to totems.
    • Fixed a bug where the minimap would move to the left and right if you used the arrow keys to swap between vendor tabs.
    • Fixed mouse wheel scrolling for stats in the character panel so that you can scroll while the mouse cursor is over the stats.
    • Fixed a bug where the Vaal Oversoul could emerge inside walls.
    • Fixed a bug with the rendering of certain world object names at the edge of the screen.
    • Stats that increase damage taken now affect all degeneration damage, not just chaos damage. They also apply to damage that hits your energy shield, rather than damage that only hits your life.
    • Fixed a bug where minimising the game by clicking on the task bar entry wouldn't mute the sound, when "Mute when in background" was set while playing in windowed fullscreen mode.
    • Fixed a bug where you could add Piety to your friends list.
    • Fixed a bug where a queued client could be disconnected and wouldn't know about it, forced to wait an eternity alone.
    • Fixed a bug where you could not target chests with the Leap Slam skill.
    • Fixed a bug where penalties to projectile speed would make the projectiles move super fast.
    • Fixed a bug where manually opened panels would be automatically closed by other panels.
    • Fixed a bug where the social panel could be opened while your character was dead.
    • Stun duration bonuses specific to weapons no longer apply to spell/secondary damage.
    • Skills like Ice Nova that don't have a target now don't hide monster health bars while being cast.
    • Increases to physical damage taken now apply correctly to physical degeneration (such as damage from Puncture).
    • Fixed a bug with Rain of Arrows where monsters that run into the targeted area from outside while the arrows were in flight would not be hit.
    • Fixed a bug where Ground Slam displayed a fixed duration despite being based on weapon speed.
    • Fixed a bug where gem levelling sounds would stack and create a very loud sound if multiple gems became ready to level up at the same time.
    • Attack skills that can be ranged or melee, such as Frenzy, will now be disabled with melee weapons while supported by ranged attack totem, trap, or remote mine gems.
    • Fixed a bug where some sounds would play at the wrong height.
    • Fixed a graphical bug where some entities would not have their outline shown while selected.
    Last edited by Azuri; 2013-01-23 at 01:41 AM.

  16. #496
    Mid way through the notes.

    Patch day is my favorite day of the year. Always.

    ---------- Post added 2013-01-22 at 09:44 PM ----------

    We can /dance and buy dances in the cash shop?

    I'm going to faint.

  17. #497
    Read it. 99% of it didn't make sense to me lol

    Anyone veteran wanna recap?

  18. #498
    Scarab Lord Azuri's Avatar
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    Here's how the micro-transactions are going to work, here's the link:

    http://www.pathofexile.com/forum/view-thread/70493
    Last edited by Azuri; 2013-01-23 at 02:02 AM.

  19. #499
    The most important issue is the one I've been leaving for last. Microtransactions will not be tradeable in any form. If they were tradeable then players would be able gain economic advantage by purchasing cosmetic effects, applying them to items, then trading those items to players who compensate them with in-game value. We cannot allow this trading to occur. Because of this decision, items with microtransaction effects applied to them cannot be traded or dropped.

    the most simple rule that so many companies failed to do is being done by these guys

    amazing.

  20. #500
    Quote Originally Posted by tangosmango View Post
    The most important issue is the one I've been leaving for last. Microtransactions will not be tradeable in any form. If they were tradeable then players would be able gain economic advantage by purchasing cosmetic effects, applying them to items, then trading those items to players who compensate them with in-game value. We cannot allow this trading to occur. Because of this decision, items with microtransaction effects applied to them cannot be traded or dropped.

    the most simple rule that so many companies failed to do is being done by these guys

    amazing.
    I don't see the issue, so you can't use your RL cash to buy in game assets from other players through cash shop items, seems fair for all involved.

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