Unfortunately we stream during our office hours, so they won’t change. I know this is inconvenient.
We are looking into doing Dev Q&As for PQ3 in the future, and you can always pass on your questions to other members of the community to ask on your behalf for them. (Please keep in mind we don’t answer every single question posed on a normal stream, as if we did we wouldn’t be able to cover what we want too.)
We have to delay the stream half an hour to an hour. Will update when I have a firmer timeline. A few things outside of our control have affected us and we need to resolve them as quickly as possible. Sorry for the delay and inconvenience.
Another one that was mentioned: Gear Storage limits exist for game theory reasons. It’s to encourage people to salvage their gear which keeps shard income where the devs want it.
That and the larger the gear capacity, the greater the server load. Most players will have more gear in their inventory which is more info to store.
I do agree that early-game, having stricter gear limits makes sense, but a buff to Northhelm (+2 gear slots per level instead of one) would give late-game players the freedom to explore a variety of builds while keeping new players interested in salvaging their gear.
Side note if the devs are reading this, Spell and Minion storage are NOT problematic at this point in time, especially since the changes to the former mean you need much fewer of them on hand. I have almost every spell I really want and I’m only using half my Spell Vault space.
While the game is likely to still go through a lot of changes, PQ3 currently has the dead currencies of food, gold, 17 runes, 17 scrolls, and up to 15 follower crystals once all for a character are obtained.
That is up to 51 dead currencies in the current state of the game based on accumulation rate relative to things to spend it on rate.
Overall I was disappointed with this response but I hope that this idea of “collectability” really comes to fruition because functionally its pointless otherwise. Just increase the number of a single dungeon relic needed each tier to control progression
Very surprised to see the reaction to this. Unequip has been requested for a long time already. Equally disappointed that the idea of a Citadel Reset is just that: an idea. Many people have been making choices for Citadel point allocation to avoid a potentially game-breaking bug. It would have been nice for there to have been some more urgency on this issue.
At one point (23:26 time stamp), Sirrian began to repeat the misleading idea that Relics could be found in a couple of primary ways, but then Salty derailed him with Toragon chatter. As I have repeated over and over, the drop rate of relics from dungeons is virtually non-existent. It is not a primary means to get relics (as was inferred in the patch notes), its not even a secondary means to get relics. It’s a virtually non-existent reality that Relics can be found by running dungeons and yet it keeps getting repeated as if its a functional part of game play.
In a nod to @EliteMasterEric I will finish with a positive note: I appreciated that so many questions were taken and answers given. It could have just been a whole stream of “who’s your favorite character” (which is interesting!) but I’m glad some thornier issues were discussed.
Thanks @Salty for hosting the first stream. Looking forward to the next.
Starting mana percent from citadel has not worked properly in a single version of the game yet. First it did nothing, now it does worse than nothing. I have avoided ever putting a single point into it due to how bad it has been to do so, yet having it is one of the most important perk options currently within the game.
It would appear that almost everything they prioritize for patches are for long term goals rather than short term, which makes playing and testing the game in the current state exceedingly hard since it leaves so many things broken.
We have some fixes for starting mana coming in 0.36. It should fix everything, but one thing we know from experience is that even when we test thing, when you set loose a much larger number of players, sometimes a strange interaction can be uncovered.
Disagree. My spell inventory is maxed at Legendary Northelm, I have no duplicates of any spell, and I am continually throwing away new copies of spells that I am obtaining.
The current limit might be okay if a player is only playing a single class. However, the limit is quickly reached when playing multiple classes, as each class has unique spells. Plus, as stated on yesterday’s stream, there are more classes coming in the future which means even more spell inventory will be needed to hold their spells as well. Even further, the game’s achievements award players for maxing out class specific spells, so that is incentive to not throw away perceived “useless” class spells clogging up spell inventory spaces.