Golems, Brutus, Monster Collision and the Ever Nearing Release

I agree with the things u wrote and i have the same opinion about these things .PoE has to take a HUGE step to be able to have a successful release and attract new players .The newbies wont care about act 3x , it will keep us old players a bit occupied but new players wont stay around too much if the current problems still exist in release.

From personal experience : Someone not knowing a thing about PoE will react like `Why are u playing this shit?` as soon as they notice some huge desync which maybe we are used too but they are not . Not everyone has the best of the best as a pc , great computers look silly when playing PoE cuz of the fireball sentinels or poison arrows or ice shots or heavy stupid summoners and sporkers ect ect.Group with all these kind of chars and u wont even have fps .


The game needs to be a lot more optimized to attract a whole variety of players and be successful .
Game? Who needs to play the game? Forums are funny enough

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totalbackline wrote:
The truth is that no game is perfect at release anymore.
Day one patches are common for just about every game out there.
Unfortunately that patch cycle that starts, stops just as quick.
PoE will continue patching long after most mainstream games have their support shut down.

Desync/resync is part of the territory btw.


Well, most games have a lot of horrible testers (for example, mostly filled with drooling fanboys that assure devs that everything is purrrfect. Or filled with people alpha/CB testing only for their gain at launch. Which leaves precious few individuals that see further than their nose and even those can be drowned in the noise that is the previous two groups I mentioned) and or testing process/time.
Well, that was my observation from the few times I tested stuff in alpha/closed beta stages.
Also, most games use open beta only for stress testing, fixing major bugs and hype generating, not for content/balance changes.

POE has been in test phase quite long but the stuff that Anuhart wrote is true on many points. And while it seems some desync issues can't be easily resolved with the current code, the issues that arise solely from monster skills (golem roll for one) can be avoided by removing or changing the mechanics until such time, that desync is not an issue. It's not a hard change to make, because monster skills that cause most problems are known.

And recent work on desync/resync made the game worse (for me at least). Now I get hit just by running near mobs. Seems the smart ass client is predicting I'll stop there for a picnic...or idk what the hell it's doing. I want to avoid getting hit but I keep getting hit. Eh, happens even with ranged, I'm happily jogging around, see a tittybitch, I steer away coz I know she'll shoot, I see projectiles going half a screen past me and goodbye HP and I think to myself...cool story tittybitch, next thought...how the hell, server just says I'll keep moving forward and to hell with commands on my client? Oh, my ping is 40-45ms, min 100+ FPS at worst, before I get accused of having dial-up modem hooked to a blender.


So, beta or not, release is around the corner. Anway, that was my 2 insignificant cents.

I don't think new players will quit because of some of the issues discussed here. Why did i not quit and why did you not quit ? The game is addictive, and new players cannot just quit if ARPG are what they like.
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Inexium wrote:
I don't think new players will quit because of some of the issues discussed here. Why did i not quit and why did you not quit ? The game is addictive, and new players cannot just quit if ARPG are what they like.


Well the answer is simple, because it is beta.
Heck, I'd have played Star Trek Online for a bit longer if it had had the beta tag -_- (and that game sucked balls).

You notice GGG take a rather daring approach with PoE.
Listen to some of the first impressions of people, both who have persevered and who quit early. One thing you will hear a lot is 'Game is so slow'.

This is good design in that starting out as a fast, strong character leaves little room for progression. While starting off as a slow moving, slow combat character, gives room for that feel of progression. I heard so many people compare their fresh Exile to their fresh D3 character and immediately put PoE down as a slow clunky game. Had they persevered just a bit, they would see how run speed, attack/cast speed, gem levelling, passive tree travelling, block/stun recovery, etc slowly but surely progresses their character to the point where firing up D3 leaves you with the converse conclusion. I feel like I'm running in mud and with permanent Temp chains if I ever fire up D3, then back to PoE and >>>>>Whoooooosh>>>>>>.

This works great in giving that feel of progression, it might also work in deterring players that can't appreciate progression, whether intentional or not.

But as said, while good, this is risky. There's a balance to be struck in first impression, the hook, and offering the feel of progression. I think PoE does this well. But, imagine someone with this delicate balance playing on them, things feel slow, it isn't apparent to them why things feel slow, they don't yet know things will ramp up at a steady pace. Then the first boss they encounter is Brutus with his completely FUBAR AI and mechanics that while good in theory, work like shit in practice.

There is no 'it's beta, it'll get sorted'.
There is, though 'fuck this garbage, I'm out'a here'.
Casually casual.

Last edited by TheAnuhart#4741 on Jul 11, 2013, 8:52:10 AM
Nothing "instant" can happen on the internet. Even at the speed of light, it takes 1/10 of a second to get to the other side of the world and back. You can't have a game like this without this problem. The difference is how PoE deals with it and how other games do. Read the manifesto. http://www.pathofexile.com/forum/view-thread/318115

You'll see that in order to "fix it" they would have to give up many of the mechanics that make PoE such fun. They're not willing to do that. Learn about what causes the problems and really understand it and your play will naturally adapt to it. I barely notice it anymore. Understanding it is the key. If you can't understand it, you'll just have to keep complaining about it or find another game. The laws of physics can't be changed.

I'd love it if they trashed the Multiplayer game and gave us a solo game that was 100% responsive. But then they wouldn't be making their game, they'd be making mine.
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Shagsbeard wrote:
Nothing "instant" can happen on the internet. Even at the speed of light, it takes 1/10 of a second to get to the other side of the world and back. You can't have a game like this without this problem. The difference is how PoE deals with it and how other games do. Read the manifesto. http://www.pathofexile.com/forum/view-thread/318115

You'll see that in order to "fix it" they would have to give up many of the mechanics that make PoE such fun. They're not willing to do that. Learn about what causes the problems and really understand it and your play will naturally adapt to it. I barely notice it anymore. Understanding it is the key. If you can't understand it, you'll just have to keep complaining about it or find another game. The laws of physics can't be changed.

I'd love it if they trashed the Multiplayer game and gave us a solo game that was 100% responsive. But then they wouldn't be making their game, they'd be making mine.


10/10 for not reading the OP.
Casually casual.

You use the word 'we' a lot in your wall 'o text.

Too bad I have no issue with de synch what so ever. And I used to play a claw shadow.

You are free to make constructive criticism, but do not do so under the guise of the entire community.
"Minions of your minions are your minion's minions, not your minions." - Mark
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Shagsbeard wrote:
Nothing "instant" can happen on the internet. Even at the speed of light, it takes 1/10 of a second to get to the other side of the world and back. You can't have a game like this without this problem. The difference is how PoE deals with it and how other games do. Read the manifesto. http://www.pathofexile.com/forum/view-thread/318115

You'll see that in order to "fix it" they would have to give up many of the mechanics that make PoE such fun. They're not willing to do that. Learn about what causes the problems and really understand it and your play will naturally adapt to it. I barely notice it anymore. Understanding it is the key. If you can't understand it, you'll just have to keep complaining about it or find another game. The laws of physics can't be changed.

I'd love it if they trashed the Multiplayer game and gave us a solo game that was 100% responsive. But then they wouldn't be making their game, they'd be making mine.


Yes, desync is inevitable because they want us to be able to dodge manually attacks, but the server prediction decides we did not attempt to dodge the attack and rebberbands us back where we would have been hit. Seems kinda wierd.

Of course, this is a bit exagerated, and thigns are not that bad. I really like the game for a lot of it's good ideas. But the desync thing seems to he handeled "lightly" as something legit and the price to pay for good mechanics, where some of those mechanics are being negated by the fear of desync.
Last edited by Renahud#7780 on Jul 11, 2013, 9:23:36 AM
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mteriba wrote:
Maybe they'll quit microtransaction work a couple months before their projected release in October (or something) and double down on fixing the problems once and for all, but I won't hold my breath. The problems seem to be more with the game engine and level design, more than anything else.


This doesn't make any sense. While I can't promise you or provide evidence, I would be willing to bet a large sum of money that the people that are creating microtransactions are not the same people who are working on fixing the desync code.

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