Tracking the evolution of Path of Exile's troublesome Delve mode | Forum

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shelia smithson

Rock Paper Shotgun has shared an insightful interview that digs into the design and post-launch balancing struggles of the Delve game mode introduced to Path of Exile a handful of months back.

The game's developer, Grinding Gear Games, commonly adds a new mode just about every three months that remixes some poe currency element of your original game, and Delve is no exception. Speaking to Rock Paper Shotgun, Grinding Gear Games co-founder and technical director Jonathan Rodgers runs by means of a few of the early versions of Delve plus the team's ongoing struggle to balance tension with entertaining.

Delve went by way of a handful of styles that Rodgers dives into in the complete story, but sooner or later, that balance was struck along with the team moved on to addressing resources and rewards to be employed inside the mode. The mode shipped with what the team believed was an excellent balance but, as Rodgers explains, they promptly discovered that one of the rewards provided for clearing a dungeon threw systems inside the rest in the game out of whack.

"We underestimated just how much quicker an individual could go through a non-endgame location and find the resource than doing the endgame areas. We discovered individuals could do runs in one of several non-endgame locations using a max clear speed make in about 15 seconds," says Rodgers. "The problem with players is that if some thing will be the most effective thing to perform, they will do it because they say they are forced to buy POE Items do it, as well as complain that it's boring."

The initial solution was to raise the in-game resource expense of playing Delve, but that was immediately met with player backlash and blocked off the mode almost completely for players who hadn't reached the end-game content in Path of Exile. Rodgers explores a number of the other fixes the group attempted, and how they resonated with players, before balance was achieved inside the complete write-up over on Rock Paper Shotgun.

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