Give us a {CENSORED} configurable disconnect timer

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Char1983 wrote:
Significantly more than half of my deaths at level 80+, probably around 80%, are due to lags and disconnects.



Which is an issue you can solve, granted might not be that practical to move countries or find a better ISP, but it is something you can do. There simply ins't anyway for GGG to make PoE work for such a shitty connection without issues, if you work with the support people then the server in brazil (closest if i recall to you) can check their isp and check your route to see if either your ISP or they can change the route to be more effective for you, so hopefully less issues.


Yours is a technical issue, not a design or "feedback issue" why you keep doing the wrong thing is beyond my understanding.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
I don't see any issue with Disconnect timer. for example, 30 mins is reasonable time before disconnect.
IGN: MENT

https://github.com/ment2008/POE/releases - My Loot Filter
"
goetzjam wrote:
There simply ins't anyway for GGG to make PoE work for such a shitty connection without issues


Have you even read the thread?

I have given a clear, easy, simple-to-implement suggestion that would harm noone and help people on bad connections. What is the problem with that suggestion, in your eyes?

Even changing the single value of the disconnect timer, which at the moment seems to be 6 seconds, to 2 seconds would hardly harm anyone and help people on bad connections to die less to disconnects.

They could also not apply death penalties on disconnects. Probably a bit harder to implement, but also technically possible.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Nov 17, 2015, 2:59:54 PM
Death penalties make no sense any way it's sliced. Softcore should be the non-competitive league anyway. Hardcore provides all of the penalty necessary for those looking for a real competition.

All of that aside, whatever route GGG takes, don't get too hopped up about it, OP. It's only a video game and they're doing the best they can to cater to all.
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grant_m wrote:
Death penalties make no sense any way it's sliced. Softcore should be the non-competitive league anyway. Hardcore provides all of the penalty necessary for those looking for a real competition.

All of that aside, whatever route GGG takes, don't get too hopped up about it, OP. It's only a video game and they're doing the best they can to cater to all.


Yes they do, especially with the changes GGG made to respawn in the same zone and add additional things like cast on death+portal, there simply wouldn't be any incentive whatsoever to build defensively.

You absolutely don't want SC players playing a vastly different game then HC players. This game was designed as a hardcore ARPG, that doesn't mean 1 death that means it was meant to be played with choices and penalties. You absolutely cannot win a death penalty argument, no matter how you slice it.

Last thing we need is everyone in standard to hit level 100, then hitup threads like the most recent we need rewarded for hitting level 100 crap.



The problem is it takes dev time to "fix" an issue you won't work on AT ALL YOURSELF. Its clear you have isp\connection issues and do nothing about it. THAT IS THE PROBLEM NOT THE GAME DESIGN, its an online game if you can't reliably connect to the servers without randomly getting spikes because of shitty isps, that is in no way GGGs fault, they absolutely should not work on adding something to fix an ISP issue unless its on a much larger scale (im talking desync level)
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
I suspect a configurable disconnect timer could be abused.

Best solution is for GGG to sell an offline version of PoE, preferably mod-capable.

Other solutions include:
Reducing or capping the death penalty scaling at high levels.
Reducing the level difference XP penalty so the death penalty doesn't remove multiple hours of XP progression at high level.
Adding accessible non-scarce high level content.
Adding a custom league with a more casual death penalty than standard.
Never underestimate what the mod community can do for PoE if you sell an offline client.
"
goetzjam wrote:
We've been thru this before, not sure why you bother to make such post when you just automatically accept your connection is shit and don't do anything to improve your situation you just whine.

PLENTY of options for you to do and all you do in regards to this is whine, I don't even see the point anymore.

You can't begin to know how difficult it is for them to add your suggestion, yet you claim its not difficult, even if its not difficult if it affects so few people then would it be worth adding, this that take dev time ultimately cost money and effect into things that could affect the greater good.


"
cipher_nemo wrote:
OP, if players are given some sort of option to change their disconnect time, you'd see...

1.) Players abusing it by setting it down very low, then manually disabling their network connection to get out of sticky situations and hence circumvent the Hardcore league, interfere with PvP stats, etc.

2.) And of course players seeking additional support when this new option doesn't work perfectly. "Give somebody an inch and they'll take a mile"...

You might want to correct Internet issues with your ISP or your computer before pushing that responsibility onto the developers of an online game. Even cheap connections with low bandwidth should still have reasonable latency. If latency or dropped connections are an issue, then that should be fixed by you or your ISP.


"
goetzjam wrote:

Which is an issue you can solve, granted might not be that practical to move countries or find a better ISP, but it is something you can do. There simply ins't anyway for GGG to make PoE work for such a shitty connection without issues, if you work with the support people then the server in brazil (closest if i recall to you) can check their isp and check your route to see if either your ISP or they can change the route to be more effective for you, so hopefully less issues.


Yours is a technical issue, not a design or "feedback issue" why you keep doing the wrong thing is beyond my understanding.


"
goetzjam wrote:
The problem is it takes dev time to "fix" an issue you won't work on AT ALL YOURSELF. Its clear you have isp\connection issues and do nothing about it. THAT IS THE PROBLEM NOT THE GAME DESIGN, its an online game if you can't reliably connect to the servers without randomly getting spikes because of shitty isps, that is in no way GGGs fault, they absolutely should not work on adding something to fix an ISP issue unless its on a much larger scale (im talking desync level)


And now for Chris' response....

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Chris wrote:
It's set to six seconds, because any longer will cause people to be kicked by regular internet lag spikes too much. We may make this user-configurable in the future.


Source
Casually casual.

"
You absolutely don't want SC players playing a vastly different game then HC players.

Uhh, different temp league rule sets have already created different gameplay experiences in hc vs sc. Fundamentally, there's no problem with GGG appealing to (attracting/satisfying/retaining) different player bases with different league rules. From a business standpoint it's a superior strategy.

"
Last thing we need is everyone in standard to hit level 100, then hitup threads like the most recent we need rewarded for hitting level 100 crap.

First, it's absurd to argue that a change in the death penalty will ultimately result in everyone in standard reaching level 100. Currently under 10% of the player base is even leveling passed 85, a level where the XP penalty has yet to become overly punitive (i.e. 10 minutes or less of progression lost; not multiple hours). In fact, it's probably under 1% if you include all the steam players. The baseline grind is an enormous XP requirement.

Second, in 3+ years we have a couple hundred characters at level 100, and a bunch of them belong to the same players. It's a pretty abysmal participation rate in long-term leveling. I don't see how anyone can reasonably argue that the status quo is good for the game or GGG's financials. PoE could be a lot more successful if they used the league system or a moddable offline client to attract a mainstream ARPG audience.





Never underestimate what the mod community can do for PoE if you sell an offline client.
One thing that helped me in nz was using wtfast i would dc everymap with fast movement speed and lockstep didnt help one bit.
"
Uhh, different temp league rule sets have already created different gameplay experiences in hc vs sc. Fundamentally, there's no problem with GGG appealing to (attracting/satisfying/retaining) different player bases with different league rules. From a business standpoint it's a superior strategy.


Yet if you look at the newest set of leagues they are almost identical with very few differences. I'm talking much larger then a league design.

Not having any death penalty vastly changes the experiences so much more from hc\sc, theres already so much negativity among the community because of it.

In terms of business standpoint no way, people that supported this game don't want it to be 2 completely separate experiences.

"
First, it's absurd to argue that a change in the death penalty will ultimately result in everyone in standard reaching level 100.


It will increase the amount of players that get to level 100 by MAGNITUDES. Probably 30% of the playerbase or more play in standard ALL THE TIME REGARDLESS OF LEAGUES. Saying players wouldn't reach level 100 would be asinine.

"
Currently under 10% of the player base is even leveling passed 85, a level where the XP penalty has yet to become overly punitive (i.e. 10 minutes or less of progression lost; not multiple hours). In fact, it's probably under 1% if you include all the steam players. The baseline grind is an enormous XP requirement.


They don't level past that either because they dont want to (aka want to try something else) or because the penalty is preventing them from playing a character for 15 additional levels. Those last 10 skillpoints or so should feel special. From a design standpoint softcore characters will always get higher and higher levels, but its the same game so how does GGG balance for people on average in endgame getting level 85 in hc, when the new standard for softcore would be 95? You simply cannot.

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Second, in 3+ years we have a couple hundred characters at level 100


500+ last time I checked.

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and a bunch of them belong to the same players.


Some people enjoy pain.

"
It's a pretty abysmal participation rate in long-term leveling. I don't see how anyone can reasonably argue that the status quo is good for the game or GGG's financials. PoE could be a lot more successful if they used the league system or a moddable offline client to attract a mainstream ARPG audience.



We aren't arguing for the status quo we, at least me are arguing that the core values of the game remain in tact. In terms of financials they've never been in a better spot, idk if you follow the news or not but they just moved to a new nicer office to have room for larger staff.

What new league system? (o you mean custom leagues)

Moddable offline client won't ever happen as long as GGG is still actively developing the game, its counter-intuitive to what they are doing in terms of business and design, the absolute greatest wish of mine and almost anyone that likes poe is an offline modable version, but that doens't make you any money.




https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam#3084 on Nov 17, 2015, 4:32:10 PM

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