Rock Paper Shotgun has shared an insightful interview that digs in to the design and post-launch balancing struggles from the Delve game mode introduced to Path of Exile a number of months back.
The game's developer, Grinding Gear Games, ordinarily adds a new mode each three months that remixes some poe currency element with the original game, and Delve is no exception. Speaking to Rock Paper Shotgun, Grinding Gear Games co-founder and technical director Jonathan Rodgers runs through some of the early versions of Delve plus the team's ongoing struggle to balance tension with fun.
Delve went via a handful of designs that Rodgers dives into inside the full story, but sooner or later, that balance was struck plus the team moved on to addressing sources and rewards to become employed within the mode. The mode shipped with what the group believed was a fantastic balance but, as Rodgers explains, they promptly discovered that one of many rewards supplied for clearing a dungeon threw systems inside the rest from the game out of whack.
"We underestimated how much more quickly somebody could undergo a non-endgame location and uncover the resource than doing the endgame areas. We found persons could do runs in on the list of non-endgame regions having a max clear speed create in about 15 seconds," says Rodgers. "The difficulty with players is that if anything would be the most effective factor to accomplish, they'll do it because they say they are forced to buy POE Items accomplish it, as well as complain that it's boring."
The very first resolution was to raise the in-game resource expense of playing Delve, but that was rapidly met with player backlash and blocked off the mode virtually completely for players who hadn't reached the end-game content material in Path of Exile. Rodgers explores a number of the other fixes the group attempted, and how they resonated with players, ahead of balance was achieved in the full report more than on Rock Paper Shotgun.