1. Welcome to Path of Rmt, Path of league of legend, Path of nerf, Path of 3monthbeta, Path of legacy, Path of rng, Path of building, Path of youtubebuild, Path of Pastebin,Path of Act runner, Path of f1(race) Path of hi i like to buy ur 1 exalted for my 170 chaos in betamorph league.The character is offline.

  2. When they were talking about patch notes, it made me think of the saying about a tree falling in the woods with no one to hear it- if you add something to the game that no one ever sees, have you really changed the game? Adding stuff to the game only has value if people know about it and use it; not everyone has to use the addition for it to have value, but I'm sure they have done the math on exactly where the threshold is for them concerning when some addition has added value to the game.
    My guess is that, after hearing them talk about the game, the threshold is probably pretty low- if ten percent of their users make use of an addition, they will think it has value. They seem to be good about giving players plenty of options, even if those options aren't extremely popular- they don't force you into a few play-styles/builds, and want to allow for niche play-styles/builds that only a few people really love. It isn't "well, only ten percent like it, so it's a failure and we should get rid of it", it seems more like "well ten percent really love it, and it isn't hurting anything, so why not let that ten percent have fun?" I think that attitude is why players have so many options (to the point the some feel overwhelmed at first), but also why the have such large returning user numbers- even if they only kept adding things that only a few thousand people like (ignoring the addition that ARE really popular), that still accrues over time.
    As long as there are more people that like the additions than there are that dislike them, even if that margin is only a few thousand people, you will eventually reach a point where you have more new players than you would have otherwise; those numerous little additions gave you more players than one large content dump would have. For example, some players might delve almost exclusively, while eschewing stuff like mapping or memory fragments, while others may be like me, and almost never delve, but love some other little addition, like breaches. My point being that while other companies, like Bli**ard, for instance, might not support a feature that only a tenth of their users employ, because they are focused on maximizing profits, no matter how much that ten percent loves that feature; GGG would still make sure that the feature wasn't a drag on resources (that it didn't cost more to maintain than the user numbers justified), but as long as they were eking out even a tiny profit, they would leave the feature in for that ten percent that loved it. Doing that over and over means that if you add all those ten percents together, it might end up making up half your users, because the user base is now so much bigger. You would still likely have half your users playing the most popular content (the stuff that Bli**ard would've left up), but the other half is split between people playing a half dozen niche additions (stuff that Bli**ard would have taken down).
    Take my favorite part of the game- playing a Summoner. If only ten percent of the players utilized minions, that might make some companies want to abandon summoning to focus on more popular stuff, like elemental casters. I think as long as maintaining minions didn't take more resources than the user numbers justified, GGG would keep it in, just to keep players like me happy, even though we may not be the majority. They want to give their players options, even if not every one takes advantage of those options; but again, this ends up helping them, because their game now has something for everyone. For the majority that like elemental damage, they have you covered, but they also have people like me covered, who like minions, totems, traps, etc. The same goes for game mechanics- if the majority like mapping, they are covered, but so are the minority that likes the Abyss or strongboxes. Also, there is so much to do that, when you do eventually tire of doing your favorite thing, there is other stuff to do; after I perfected my favorite class, I experimented with other classes, and sometimes I get tired of searching for breeches and want to chase the Abyss cracks.
    I guess my main point was that it is important to let the community know about additions to the game and the possibilities available to them, but I also like that they seem good about trying to let people have what they love about the game, even if the group that loves it is small and niche- they would rather leave something unpopular in, rather than take it out for the sake of maximizing profits, and upsetting that group.

    P.S. It occurs to me that I should clarify something: when I say that something is unpopular, I mean that only a small group really likes it, but that the majority are merely indifferent. If the majority actively disliked it, then my guess is that they would remove it, even if a small group liked it. I remember seeing Chris Wilson ask the audience about some asepct in a previous panel, and was impressed that, instead of saying that the feature would return if it was profitable, or some corporate concern, Chris instead asked the audience "who likes (the feature)", but then importantly he also asked "who hates (the feature)". 75% of the audience liked it, and at most only 5% disliked it, so he announced then and there that they would put the feature back with the next release. Again, that spoke volumes to me- his first concern was making people happy, followed by not pissing off more people than he was pleasing, and profit didn't really seem to factor in. The focus really does seem to be on making players happy, with profit being secondary at best. They want to make a profit, and I'm sure that they do, but it seems like if there is a situation where maximizing profits conflicts with player enjoyment, the fall on the side of player enjoyment. I get the impression that Chris would be fine with making just enough money to keep the employees and bills paid, as long as they had the best/most popular game on the market. While he is in fact employing the Ford model, of selling for lower prices to more people, which generally increases your profits, I get the impression that if someone gave him the option to make more money from fewer players, or less money from more players, he would prefer to make less by having more players.

  3. The Path of exile has millions of ways to play it. You can create your own build and update it when there is new content or follow a guide.

    Although I would like them to add guns and more types of minions that are red or green gems. Please note

  4. The path of exile is a very good game, only it is a game that has little content other than grinding. And another, it is a game that has no losses for the players, so much so that most spend the 10 acts running the same in speedrun games.

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