Interviews: It's Never a Dull Day at Milling Gear

  • It’s never a dull trip to Grinding Gear Games. The team is always hard at work to supply Path of Exile players with the best experiences possible, in older content, with newly-released content and planning new adventures for players. All of us touched base with GGG to see what they’ve been as much as lately.

    MMORPG: Now that The Fall of Oriath has gone out in the wild, what insights have you acquired about players?

    Milling Gear: They respond really well to new content! All of the hard work that went into making six new acts paid off due to the engagement, retention as well as praise that we saw at the release from the Fall of Oriath. We're also pleased to see that the period of releasing new content every couple of months and seeing coming back players come back to read the new release works really well. Having a tight turnaround for content such as this is something that more games should do, in our opinion!

    MMORPG: What exactly are some of the biggest adjustments you've had to make since Oriath launched?

    GG: Earlier in the season, we created some improvements towards the Harbinger League based on community feedback. We both amped up the challenge/reward and changed how currency shards had been grouped so that there was less busywork picking them all up. We're pleased that wedding in that league is still high and the community appears to be enjoying it.

    MMORPG: What are some of the most interesting and revolutionary Builds of the 7 days you've published?

    GG: Here are some of our favourites from earlier seasons.

    · Season one Episode 13: Fire Totem Templar

    · Season two Episode 1: Spectral Throw Scion Build

    · Time of year 2 Episode seven: Cast on Crit Shadow

    · Season 2 Show 11: Glacial Hammer/Elemental Path Of Exile items for sale Proliferation Duelist

    · Season three Episode 9: The real Glass Cannon

    · Season six Episode 4: Mathil's DreamFeather Spectral Toss

    MMORPG: The XB1 launch continues to be very successful. Have you got plans for Xbox 360 One X or PlayStation 4? Why or why not?

    GG: We expect to have our Xbox One By version available at the actual launch of that system, so that players may bring their new system home and play Path of Exile immediately in 4k at 60fps. All of us haven't announced any plans for other platforms at this time.

    MMO: Recently you told us that you had been going to release an additional big content growth later this year. What hints can you offer?

    GG: All we can say right now is the fact that we're expecting to launch the expansion in house known as 3. 1 ) 0 and its accompanying challenge league upon Friday December 1st (PST). We'll begin teasing information about it in the coming weeks!

    MMORPG: As you imagine the future, how long do you see Path associated with Exile in active development? How do you maintain "old" content, such as the earliest beginning amounts, relevant moving forward?

    GG: We plan to actively develop Path associated with Exile for as long as we can. If people are still playing in ten years, then we'll still be actively updating it then. There are games dating back to to the early 2000s that are still really popular, 15+ many years later.

    In order to keep old content relevant, it's important to reinvigorate it from time to time. We have been slowly working our way through updating art assets in the earlier acts, because time allows. In some stage we may make a stronger push on this, though it is advisable to tricky to balance that with new content creation.

    MMORPG: Many developers speak about "active engagement" numbers. Which kind of metrics does GGG examine? What do you learn about your community from them?

    GG: We're not a very metrics-driven company, preferring instead to work on what feels right for the game instead of what increases monetisation or retention. All of us believe it's very feasible to get short term raises in monetisation as well as retention while doing hard-to-quantify damage to the overall game and its brand along the way. We're therefore very careful before drawing conclusions based on metrics. They may mostly useful for measuring how successful releases are, so for that we have a look at peak and average gamer concurrency figures, as well as occasionally monthly active users.

    MMORPG: How do you decide what microtransactions to create and when to include them? How long is the process from concept to implementation?

    GG: We recently shared some insight into our microtransaction development process with the community in [this post] wherever we show step by step the development of the Ultimate Chaos Armour Set. The process length varies depending on what the microtransaction is actually. For example , armour models tend to take the the majority of time to create because there are four individual pieces, both modelling and effects act as well as time for you to rig the set onto all seven character classes.

    Selecting which microtransactions to create depends on what the event is. For ally pack microtransactions, these people typically have a theme linked to the expansion or problem league that they're launched alongside of. For microtransactions that proceed directly into the buy poe items store, at any one time we're typically working on all kinds of microtransactions: armour models, helmets, cloaks, tool effects, etc . As for what theme to consider with these, this depends on artist inspiration as well as what feels 'missing' from the store as well as what would assist players complete their in-game looks.