0.9.13e Patch Notes

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xodrul wrote:
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HallowsEve wrote:
the message i receive is Connection Failure Error: Failed writing received disk/application while downloading http://patch7.pathofexile.com:8095/patch/0.9.13.4/CrashUpload.exe i am currently trying to run a pack check and i hope that helps


I had this same error. I deleted CrashUpload.exe and it worked fine after - just downloads another when you run the patcher again.
weird i tried deleting it and it said i couldnt because crash upload was still open, even though i dont have it open or the game open
i just decided to do what chris said and delete Content.ggpk and im repatching the game now, i'll post again if it doesnt work i guess
Last edited by HallowsEve on Nov 12, 2012, 11:50:49 PM
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Jonathan wrote:
We have discovered the source of the crash bug.

It was something that would not generally happen on our local network (it required a slower connection to the server to reproduce) so we didn't find it in QA.

A fix is being built at the moment and a new version of the patch with it applied will be deployed when it is ready.


Time to add a remote server to your QA process?
Did you ever see history portrayed as an old man with a wise brow and pulseless heart, weighing all things in the balance of reason?
Is not rather the genius of history like an eternal, imploring maiden, full of fire, with a burning heart and flaming soul, humanly warm and humanly beautiful?
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Jonathan wrote:
More than you would before in a party. Previously parties got slightly less experience per monster than a person playing alone.
Right, so instead of a 2 man party with mobs with 165% of the exp getting split in two, there's 100% not split in two. A HUGE buff to parties. It's going to make party races completely irrelevant for solo players.

An example of how this would work compared to how it did work. 2 players (the same level), 2 mobs. Mobs have 100 base hp and 100 base exp. Players each do 50 damage per swing. Each player swings 3 times, which kills both mobs. Before there would be 165 exp gained for each mob split evenly between the 2 players, so 165 exp each. Now there would be 100 exp gained for each mob to each player, so 200 exp each, ~21% more exp than before.

Also, for those that wander off, it's a huge nerf to your exp. Before you'd get that whole 165% if you were off by yourself in a 2 man party at the cost of a mob with 150% hp (which is why boosting worked so well, you had to do more damage but you got even more exp for it), now you'll only get 100% exp and you'll still have to do 50% more damage to kill the mob, which is 50% more than if you were soloing but without any bonus for killing that mob with more hp. Not cool.

It gets really, REALLY ugly in a 6 man party if you wander off. You won't be splitting up in Fellshrine for anything but loot (or anywhere else for that matter). Essentially, if you split up, you get as much exp as if you were soloing, but the mobs will have 50% more hp per additional party member, so it could be 50% slower to gain that exp in a 2 man party. In a full party it could take 2.5 times longer than soloing that same mob outside the party, without any bonus to exp. Ouch!

I like to use a ratio to show the mob hp vs. experience gained. Before in a 2 man party, far enough away that you aren't sharing exp (aka boosting), it was a 1.5:1.65 ratio (effectively 1 1:1.1 ratio, or a 10% bonus) for soloing a mob with 150% more hp. Now it will be 1.5:1, effectively 40% less experience, and of course this gets worse as the party gets larger (before the bonus got bigger, up to a ~21% bonus to mob hp:exp).

If I understand everything correctly, this is terrible, and another great reason not to party in a public group. If a couple of people wander off (or just one in a small/mid sized party), before it would actually BENEFIT your experience gained, now it won't just punish you, it will punish you severely. Exactly what I didn't want GGG to do.

Sorry for the novel.
How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934

IGN: TheHammer
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Chris wrote:
Players who play in a party and stay near each other (the radius is around the distance you can see them on the map unpartied - quite far).


Does mob HP scale by this radius as well or is that set for all mobs based on x number of players in the instance? or something else....
i deleted the file and redownloaded all the patches but had the same error where it crashed before completing the download, im not really sure what i should do at this point or just reinstall the entire game? it only stopped working after the rollback on the patch
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It gets really, REALLY ugly in a 6 man party if you wander off. You won't be splitting up in Fellshrine for anything but loot (or anywhere else for that matter). Essentially, if you split up, you get as much exp as if you were soloing, but the mobs will have 50% more hp per additional party member, so it could be 50% slower to gain that exp in a 2 man party. In a full party it could take 2.5 times longer than soloing that same mob outside the party, without any bonus to exp. Ouch!

I like to use a ratio to show the mob hp vs. experience gained. Before in a 2 man party, far enough away that you aren't sharing exp (aka boosting), it was a 1.5:1.65 ratio (effectively 1 1:1.1 ratio, or a 10% bonus) for soloing a mob with 150% more hp. Now it will be 1.5:1, effectively 40% less experience, and of course this gets worse as the party gets larger (before the bonus got bigger, up to a ~21% bonus to mob hp:exp).

If I understand everything correctly, this is terrible, and another great reason not to party in a public group. If a couple of people wander off (or just one in a small/mid sized party), before it would actually BENEFIT your experience gained, now it won't just punish you, it will punish you severely. Exactly what I didn't want GGG to do.


As far as I'm concerned, not everything when it gets changed has to benefit the player base. This took rushing out of the equation as a viable thing, or leastways made it more trouble to rush a PC than its worth. If you have to fight tougher monsters for the same XP overall, well, tough. Not all design choices have to fit the archetype of increasing player efficiency and making monsters into their punching bags, which is something that as far as I've seen doesn't happen easily in a game like PoE. Make one or two dumb decisions and you're a dead man, which isn't saying much. Having tried Derp 3 and compared how it is to PoE, I would say by design PoE is the better choice, since it has a good dev team listening to the community's feedback on things, and a playerbase that's vocal in voicing most genuine concerns. And for a beta, it's pretty polished. :) I've only ever got a chance to try out open beta in the way back when, but even that's good enough for me for a first look.

I would go so far to say that Gaslamp Games and Grinding Gear studios share practically the same community ethos, more or less.

And as far as being "punished" for splitting up, I doubt anyone would voice that as a concern if the XP still scaled up. Efficiency in killing doesn't have to be everything, and I really don't want to hear how "efficient" doing something was. I play games for fun and have lived through lots of changes in most MMOs, if something changes, shrug and move on, being gosu in a game doesn't have to take over its fun factor. If you REALLY don't like a change, then it might be best to try something else for a while until that sinks in. Strange I know but it's what I feel works very well at times like this. Forgive me for the same novel-length post. But I just feel like players are losing sight of why games were made - for the sake of fun. Nobody said anything about console games back then because they were hard - they were still doable and yet people would keep trying to beat them because the rush of doing something you thought impossible is a rare feeling to replicate these days.
1337 21gn17ur3
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TehHammer wrote:
Right, so instead of a 2 man party with mobs with 165% of the exp getting split in two, there's 100% not split in two. A HUGE buff to parties. It's going to make party races completely irrelevant for solo players.

As a solo player I still prefer what's offered in this patch than the sight of multiple lvl1 chars in Merciless.

However I suspect that auto follow bots will become popular.

OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI
CB: BazzVtwo - 73 Dual Spork Totem/LS Templar
CB: BazzVseven - 76 Lightning Strike Mara
CB: BazzVfive - 78 Lightning Strike Mara
Last edited by BazzV5 on Nov 13, 2012, 1:17:16 AM
wouldn't the lack of equipment and high damage from caster mobs be a danger to said weak characters, enough that XP gains would be at least partly negated in terms of losses? Somehow, I don't think it'd be that simple for an auto-follow bot to continue to reap the dividends.


1337 21gn17ur3
I know I am asking of a lot here, but do you guys still have plans to overhaul the map? The wire frame style is still way too busy.
Last edited by sharkh20 on Nov 13, 2012, 2:33:48 PM

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