[April 12] Initial Development Manifesto Feedback
" That highlighted part is not true at all. I live in Texas and have TONS of desync on a connection that averages 30ms ping (50ms at worst). I can see saying a higher latency will definitely negatively affect desync, but having low latency does NOT guarantee less desync in PoE. Given the limited amount of time I have to play and how much of that time is wasted with every desync death in Merciless, I have stopped playing until significant progress is made on mitigating desync. From my perspective, I would MUCH rather see the real effects of desync (deaths, phantom hits, misses and wasted mana due to positional accuracy, etc) addressed long before cosmetic ones (enemies swinging at air, etc). At this point the game has lost much of that experimentation aspect of building new passive tree paths for me because only the Str/HP builds last long enough to be viable in late Merciless, given the desync. Unfortunately, Chris's post didn't sound very optimistic in either timeline or overall effectiveness. I sincerely hope I'm wrong about that. | |
did you guys improved the loot/drop/experience gained system ? i can't seem to find the improvement .. and i see you guys talk about this ..
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The problem with the map loot can "easy" be fixed.
Add a rarity bonus to each Enchantment, and make it a little bit randomized. For example, Temporaly chains actualy gives +30% quantity (or so? somtihing around that ammount), change it, that it gives +20%-32% Quantity OR +30-45% Rarity. IGN: Toxic_Artillery Obey the Orb: https://www.pathofexile.com/forum/view-thread/2161077/page/1 Last edited by IsodorRodosi on Apr 13, 2013, 1:44:00 AM
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Thanks for the in-depth explanation of desync, makes it easier to "let slide" when you have some understanding of what's going on.
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I have this feeling there is an "obvious" solution to desync, but we and GGG just haven't figured it out yet :P
I'd also like a new manifesto on Crafting and Trading, as well as one on Economy perhaps (and how they plan balancing stuff so currency isn't inflated, etc), and maybe one on general thoughts about grinding, RNG, game progression, etc (and maybe one on Health/EHP, and another one on Builds and how your new skill gems you release affect your views on current and new builds, etc) | |
im no coder, but i will give away this awesome (free ofc) piece of code for you to use, these skills are gained after years of seing programmer pictures and similar stuff.
if Char_is_in_narrow_hallway_or_passage_or_maybe_a_door { unit_collision="off" } elseif { unit_collusuin="on" } return; As you can clearly see my code is flawelass, you can also throw in some wall variables if you want, thats up to you since this piece of work is so flexible! Just Copy + Paste. Your welcome :) I know its not a optimal solution, but its a fix for some of the imho worst parts of desync issues, i know this causes issues one some maps etc, but there are ways around that :D | |
" why would they do that? then the whole point of collision is useless | |
Like the look of these changes coming. Although I do think that since unwavering stance is a fairly popular keyston for physical damage builds, a chance on crit may add an added disadvantage to the keystone, so that may be something to consider as well.
Thanks for all the hard work you guys are doing - tons of appreciation from your player base. Cheers! |
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For the most part I'm looking forward to what I read in the manifesto, however it seems like it danced around the issues with solo/party balance. There've been continual requests for a /players function for ages now, yet rather than addressing the drastic imbalance in how effective it is to party versus solo, you've suggested that the imbalance will grow greater.
For my part, as a mostly solo player I don't mind that I have it harder. However, I do want to have an equal chance to get loot. One of the problems here is that from a party perspective, players are not simply going to snap up random loot. A coherent party is going to arrange for useful loot to go to the player that can use it, which means that there's a far, far larger amount of immediate upgrades in a party, and the number grows with the size. You obviously can't account for players cooperating in the rule sets, but you can permit solo players to choose to play against party benefits/issues. It'll still leave things in favor of parties, but at least it'll be a step forward. On another topic, I will say I'm glad to hear that melee is getting buffed rather than ranger nerfed. However, I'd prefer to have a developer manifesto on what goes into your decisions about, 'balance'. |
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" oh really ? seems like u are not pvp much or u haven't faced any super tanky marauder yet ... my damage per hit is about 2500 , i got x6 for every crit i deal ... He just stand there do nothings and get those endurancy charges , he talked me that he just gets those life and armor nodes , after that he turned Rightousfire on , i get killed in 1 second ... and i got 4000+ life , 1000+ Energy shield ? Maybe it's not about how armor affect on critical hit but it's about how unbalance between those class ( like shadow - marauder ) ur 110K dualist are doing just fine on mods ,isn't it ? lol , come pvp more to see , lol, or try to reach to my level to pvp ... lol , 100% crit chance for duelist ??? u are using daggers or sword ? lol , if it's 'increased 100% crittical chance' , it's likely about 5% extra for sword and 7-8% extra for dagger only , lol . IGN : SunPrice - Level 89 Standard Last edited by SunPrice on Apr 13, 2013, 3:20:19 AM
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