About quest markers: The problem was never the lack of markers by NPCs. The problem always was the total lack of clear instructions by the NPCs. It's like the locals don't even know their own town. Additionally, the extremely poor quest log summary isn't very useful. The problem wasn't lack of markers, the problem was lack of proper writing by the developers. The lack of creativity to deal with this issue is appalling.
I believe they intentionally included minimal quest instructions to encourage players to discover missing information on their own, creating a more adventurous experience, if I may use that term.
@@whymeowmeow but now they destroy the discovery adventurous experience by implementing a location radius which shows the exact location of the quest! That's disappointing.
I hope they do something with grouping. Party making is god awful and good luck trying to get 30+ people for bosses like Wooden Deer when you're capped at 4 people.
I've wanted to make such a video for a few months already but haven't had enough time to figure out how everything works. This topic is on my priority list for future videos, so thank you for letting me know you're interested in it.
Regarding this feature, they plan to add better NPC visibility by allowing players to hold certain keyboard keys when the area is crowded. This update should arrive soon, and they'll include details in the patch notes. While I don't expect quest markers to be added, we'll have to wait and see.
Campfires and consumables will provide stronger healing. Previously, auto-healing was almost nonexistent, but now your health regenerates slowly without any action when you're at 70%, 60%, 40%, or other health percentages.
Never heard of this game before 2 days ago, tried it a few hours and its pretty good 👍👍Regen is fine at the moment i feel, i sometimes chill at a fire or eat but still kill stuff plenty. Markers are good, why npc shouldn't be able to? Quests are quite clear, no wiki needed and getting lost a bit is good. Only thing is the crafting.. why the limited mastery 😢
The issue isn't about whether markers or auto-heal should exist-it's about their shift away from the previously emphasized hardcore experience. While changing direction isn't necessarily problematic, it would be valuable to understand their reasoning behind this.
This change feels alien to the game after playing in the alphas. It's strange that they decided to change it now, especially since there were no complaints about the healing system during the alpha tests.
@@whymeowmeow if you read their post they did say they are doing this to go with the more camps and faster respawns, which to me feels like it makes a lot of sense, it makes it a lot harder/better to go out and farm camps. I'm all for just going out and farming and i do so a lot but having the option to just farm mobs for a while is a welcome change for me
@@Fabritox5 Are you suggesting that auto-heal provides more opportunities to farm camps quickly? If so, I disagree, since auto-heal doesn't work during combat, and consumables provide faster healing after combat. Therefore, I don't see a strong connection between these two updates.
About the new content: Seems like the devs are starting with the things people care the least about. There's plenty of pvp opportunities. Theres a lack of dungeons. Also, dungeons can be designed to bring that sense of adventure, that they want for the open world. PvP instances and such just remove pvp from the open world. Which ia boring.
I think the new content has such an order based on how complete different parts of it are. I believe this won't remove PvP from the open world since players won't be able to farm valuable items in the battlegrounds-it's just for fun. High-tier equipment will still involve risk due to PvP zones.
The problem was never the lack of markers by NPCs. The problem always was the total lack of clear instructions by the NPCs. It's like the locals don't even know their own town. The problem wasn't lack of markers, the problem was lack of proper writing by the developers. The lack of creativity to deal with this issue is appalling.
@@whymeowmeow Well they said one per month. I didn't realize they meant sub-classes. Which means we have 3 sub-classes to get through for the current hero classes available. Then, if they're following the character select screen as the order they're going in, we'll need to wait for the the 3 mercenary sub-classes before finally getting to pain reaver. The first sub-class for that will likely be Pyromancer because it's a mage archetype. That's 7 months without delays (of which their will likely be many) before the class I want MIGHT be playable. I currently play Legionnaire and Ranger but they don't really have sticking power for me. Thankfully PoE2 is here to potentially bridge the gap. What class are you most looking forward to?
@@konquezt Yesterday, developers responded to players' questions, including one about future sub-classes. They listed three upcoming additions: 1. Defender, 2. Commando, and 3. Grenadier. This will complete the full set of three sub-classes for Warmongers, Champions, and Bombers. Which class they'll focus on after completing these three remains unknown. My favorite sub-class is Shaman, so I'm fortunate to have played it since the alpha tests. I'm also curious about the mage classes and cleric, but as you mentioned, delays are likely.
they absolutely destroyed the game. it always amazes me how quick they cave to the whiners every whim. its been barely 2 weeks and the game is already unrecognizable. campfires = irrelevant due to auto regen regen management items, cooking =irrelevant (due to the same reason) now they wanna give quest markers too? to give people EVEN LESS of a reason to say something or be social or explore? the way this is going, by the time it actually releases this is gonna be just another "blindly follow the big neon marker on the map on autopilot" mmo. lol remember how they used to say they will "stay true to their vision"? ahahaha they literally caved to every single thing the same whiners who ruined every other mmo demanded... pathetic
It's strange to see them moving away from creating something unique. Not everyone will like this game since it differs significantly from what typical MMORPG fans experience nowadays. However, the game will surely find its audience precisely because of its uniqueness. I'm concerned they might abandon their original vision-which many players love-just because a small number of people played for only a few hours after Early Access launch. It would be helpful to hear their reasoning behind these decisions. For now, it's difficult to predict the game's future since it has just opened up to a broader audience. Let's see how they balance their vision with players' desires.
@@whymeowmeow dont kid yourself. its VERY easy to predict. once you start on the QoL/casual path, once you let these people dictate the terms, its over.... there hasnt been a single game in history that went from more casual to LESS casual. its a one way street. it only gets worse from here on out. they games done. over. 4 years i waited for 1 and a half weeks of ACTUALLY enjoyable gameplay... its already ruined
Be real, everyone and their grandmothers was using wikis to accomplish the quests. The vast majority of player do not think like you. Besides they just changed starting quests, seems like a good decision to me.
The problem was never the lack of markers by NPCs. The problem always was the total lack of clear instructions by the NPCs. It's like the locals don't even know their own town. The summary in the quest log was equally bad. The problem wasn't lack of markers, the problem was lack of proper writing by the developers. The lack of creativity to deal with this issue is appalling.
@@AKARazorback what are you talking about? name ONE quest that was unclear (except for the few where the NPCs literally direct you in the wrong direction. thats just a mistake and it will be fixed. thats what EA is for). but of course they cant tell you EXACTLY where to go and what to do. thats for you to figure out
About quest markers:
The problem was never the lack of markers by NPCs. The problem always was the total lack of clear instructions by the NPCs. It's like the locals don't even know their own town. Additionally, the extremely poor quest log summary isn't very useful.
The problem wasn't lack of markers, the problem was lack of proper writing by the developers. The lack of creativity to deal with this issue is appalling.
Totally agree!! I keep saying this over and over on discord. These changes destroy the game's initial character.
I believe they intentionally included minimal quest instructions to encourage players to discover missing information on their own, creating a more adventurous experience, if I may use that term.
@@whymeowmeow but now they destroy the discovery adventurous experience by implementing a location radius which shows the exact location of the quest! That's disappointing.
@@PizzaReadsPoetry Yes, and I'm curious about the reasons for changing course. Maybe we don't know smth...🧠
Not to mention later on the directions are flat out wrong
love your videos. man i wanna see you growing on youtube!
I hope they do something with grouping. Party making is god awful and good luck trying to get 30+ people for bosses like Wooden Deer when you're capped at 4 people.
I guess deer weren't supposed to be this strong because there's no established raid system. So why make a raid-type boss…
Can you make a video explaining weapon and implant stats? Dps value and attack speed etc are very confusing and it’s hard to compare items.
I've wanted to make such a video for a few months already but haven't had enough time to figure out how everything works. This topic is on my priority list for future videos, so thank you for letting me know you're interested in it.
I haven’t seen these quest markers that are mentioned, what do they look like?
Regarding this feature, they plan to add better NPC visibility by allowing players to hold certain keyboard keys when the area is crowded. This update should arrive soon, and they'll include details in the patch notes. While I don't expect quest markers to be added, we'll have to wait and see.
Hey, can someone explain the healing changes? After the update the healing near the campfire will be much slower?
Campfires and consumables will provide stronger healing. Previously, auto-healing was almost nonexistent, but now your health regenerates slowly without any action when you're at 70%, 60%, 40%, or other health percentages.
Never heard of this game before 2 days ago, tried it a few hours and its pretty good 👍👍Regen is fine at the moment i feel, i sometimes chill at a fire or eat but still kill stuff plenty. Markers are good, why npc shouldn't be able to? Quests are quite clear, no wiki needed and getting lost a bit is good. Only thing is the crafting.. why the limited mastery 😢
The issue isn't about whether markers or auto-heal should exist-it's about their shift away from the previously emphasized hardcore experience. While changing direction isn't necessarily problematic, it would be valuable to understand their reasoning behind this.
Going from 90 to 20 with the regen seems really strange. It shouldve been like 50 - 60 or just always. Its just strange now.
I think it makes sense, now you only make a bonfire when you really need to
Makes it so you still have to have some
This change feels alien to the game after playing in the alphas. It's strange that they decided to change it now, especially since there were no complaints about the healing system during the alpha tests.
@@whymeowmeow if you read their post they did say they are doing this to go with the more camps and faster respawns, which to me feels like it makes a lot of sense, it makes it a lot harder/better to go out and farm camps. I'm all for just going out and farming and i do so a lot but having the option to just farm mobs for a while is a welcome change for me
@@Fabritox5 Are you suggesting that auto-heal provides more opportunities to farm camps quickly? If so, I disagree, since auto-heal doesn't work during combat, and consumables provide faster healing after combat. Therefore, I don't see a strong connection between these two updates.
About the new content:
Seems like the devs are starting with the things people care the least about.
There's plenty of pvp opportunities. Theres a lack of dungeons.
Also, dungeons can be designed to bring that sense of adventure, that they want for the open world.
PvP instances and such just remove pvp from the open world. Which ia boring.
I think the new content has such an order based on how complete different parts of it are.
I believe this won't remove PvP from the open world since players won't be able to farm valuable items in the battlegrounds-it's just for fun. High-tier equipment will still involve risk due to PvP zones.
The regen changes and quest markers really ruin my hype for the game. Untelling what they will cave to next.
The problem was never the lack of markers by NPCs. The problem always was the total lack of clear instructions by the NPCs. It's like the locals don't even know their own town. The problem wasn't lack of markers, the problem was lack of proper writing by the developers. The lack of creativity to deal with this issue is appalling.
@@AKARazorback I haven't asked or used for a pin besides the odd quest that mixes up West/East.
Looks like I'll be waiting until 2026 to play the warlock, if the game even lasts that long.
I know many people are waiting for their favorite hero to be added to the game, and I hope they will release them as quickly as possible.🤞
@@whymeowmeow Well they said one per month. I didn't realize they meant sub-classes. Which means we have 3 sub-classes to get through for the current hero classes available. Then, if they're following the character select screen as the order they're going in, we'll need to wait for the the 3 mercenary sub-classes before finally getting to pain reaver. The first sub-class for that will likely be Pyromancer because it's a mage archetype. That's 7 months without delays (of which their will likely be many) before the class I want MIGHT be playable. I currently play Legionnaire and Ranger but they don't really have sticking power for me. Thankfully PoE2 is here to potentially bridge the gap.
What class are you most looking forward to?
@@konquezt Yesterday, developers responded to players' questions, including one about future sub-classes. They listed three upcoming additions: 1. Defender, 2. Commando, and 3. Grenadier. This will complete the full set of three sub-classes for Warmongers, Champions, and Bombers. Which class they'll focus on after completing these three remains unknown.
My favorite sub-class is Shaman, so I'm fortunate to have played it since the alpha tests. I'm also curious about the mage classes and cleric, but as you mentioned, delays are likely.
they absolutely destroyed the game. it always amazes me how quick they cave to the whiners every whim.
its been barely 2 weeks and the game is already unrecognizable.
campfires = irrelevant due to auto regen
regen management items, cooking =irrelevant (due to the same reason)
now they wanna give quest markers too? to give people EVEN LESS of a reason to say something or be social
or explore?
the way this is going, by the time it actually releases this is gonna be just another "blindly follow the big neon marker on the map on autopilot" mmo. lol remember how they used to say they will "stay true to their vision"? ahahaha they literally caved to every single thing the same whiners who ruined every other mmo demanded... pathetic
It's strange to see them moving away from creating something unique. Not everyone will like this game since it differs significantly from what typical MMORPG fans experience nowadays. However, the game will surely find its audience precisely because of its uniqueness. I'm concerned they might abandon their original vision-which many players love-just because a small number of people played for only a few hours after Early Access launch. It would be helpful to hear their reasoning behind these decisions. For now, it's difficult to predict the game's future since it has just opened up to a broader audience. Let's see how they balance their vision with players' desires.
@@whymeowmeow dont kid yourself. its VERY easy to predict. once you start on the QoL/casual path, once you let these people dictate the terms, its over.... there hasnt been a single game in history that went from more casual to LESS casual. its a one way street. it only gets worse from here on out. they games done. over. 4 years i waited for 1 and a half weeks of ACTUALLY enjoyable gameplay... its already ruined
Be real, everyone and their grandmothers was using wikis to accomplish the quests. The vast majority of player do not think like you. Besides they just changed starting quests, seems like a good decision to me.
The problem was never the lack of markers by NPCs. The problem always was the total lack of clear instructions by the NPCs. It's like the locals don't even know their own town. The summary in the quest log was equally bad. The problem wasn't lack of markers, the problem was lack of proper writing by the developers. The lack of creativity to deal with this issue is appalling.
@@AKARazorback what are you talking about? name ONE quest that was unclear (except for the few where the NPCs literally direct you in the wrong direction. thats just a mistake and it will be fixed. thats what EA is for). but of course they cant tell you EXACTLY where to go and what to do. thats for you to figure out
i appreciate your info drops and all man but PLEASE speak up 😅