24H Questions (and feedback) to Rhys/Chris/Jonathan/Qarl/..

Rhys, what you guys at GGG think of such results?

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Is DnD broken because a player can roll critical failure on every single roll and never succeed at anything? Of course not.

I'm not sure what you mean by "having no luck at all" vs "having only good luck" in terms of the 4-month leagues. Seems like a very grey area.


Ah men i wasted my question by not going in depth enough :E.

Bummer.

having no luck at all : throw 6000+ fusings on an item without anything to show for it.

having only good luck : throw 1 fusing on an item and get a 6-link.

I know like you mentioned if given time, this all balances out. But given the fact league's only last 4 months and does not have "unlimited time" to force RNG in your favor it act's in another way within those league's.

(somebody can have a bad RNG streak for 4 months sort of speak, resulting in a very bad player experience)

Does the balance team consider this an issue? Or do they balance around the permanent league's?

Hope this was more clear, maybe i am presenting the question wrong :E.
Freedom is not worth having if it does not include the freedom to make mistakes
Hello,

About desync. First of all I haven't died to desync for a long time, not since Onslaught (and I have died a lot in Nemesis, just not to desync), but are GGG reconsidering some aspects of desync. Are costs vs benefits in your favor currenty in regards to having hacker-proof control(to an extent) over less desync for players?


What exactly can we expect in terms of improvements to single most cited gamebreaking issue with Path of Exile, desync.

(please don't answer with some vague BS response like "we are constantly working on improving desync". What exactly are you working on, more resync? how and what situations? cleaning up level design to have less tight spaces? making it so that players can pass through some things that they previously couldn't like barrels, totems, boulders, random trash on the floor. What exactly?)
Last edited by Melkrow#0726 on Feb 3, 2014, 7:06:58 PM
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Rhys wrote:
Because the explosion is a separate entity that is serialized by the server. Always resyncing you every time a Molten Shell goes off is probably a bad idea. Even though there are instances where it helps, there are many times it would make the experience worse.


Fair enough, just one of those things you find odd when it happens, at least I know why now.

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Rhys wrote:
Maybe, not sure. I know what you mean, though. It's annoying.


At least there is some hope that you guys might look in to it then.


Thanks for taking the time to answer.
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Last edited by Redblade#3843 on Feb 3, 2014, 7:59:21 PM
quote rhys

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Completed 6 ChallengesRedblade wrote:

1. Do you feel having two permanent leagues was a bad idea in retrospect now that we have rolling four month leagues?

Yeah, almost no-one still plays in the old Hardcore league. It's still interesting to have the old ladder around, though.


Now I have a ? about this. Did you all think about having new league only hardcore and when you die drop to standard. No soft core league. I myself wish everyone played in 1 league for the new 4 months league. But I also know a lot of people do not wish to play hardcore because of desync/their comp sucks w/e internet issues they have, being bored of all es/life nodes tank builds.

Maybe have HC and cut throat only maybe. Mostly.
Last edited by cavespro#0191 on Feb 3, 2014, 8:09:16 PM
Do you see any near-future changes to the current state of trading?
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Melkrow wrote:
Hello,

About desync. First of all I haven't died to desync for a long time, not since Onslaught (and I have died a lot in Nemesis, just not to desync), but are GGG reconsidering some aspects of desync. Are costs vs benefits in your favor currenty in regards to having hacker-proof control(to an extent) over less desync for players?


What exactly can we expect in terms of improvements to single most cited gamebreaking issue with Path of Exile, desync.

(please don't answer with some vague BS response like "we are constantly working on improving desync". What exactly are you working on, more resync? how and what situations? cleaning up level design to have less tight spaces? making it so that players can pass through some things that they previously couldn't like barrels, totems, boulders, random trash on the floor. What exactly?)


I never seen any Area of effect exploits on d3 anyway, it seemed to be just a vague theoretical response, not a realworld example when the dev/rep mentioned its either desync issues or a exploitable game with range or aoe exploits. We already know they have bots ingame farming currency for the RMT crowd, not that its surprising or anything, as every game out there has bots running as its a billion dollar industry every year with virutal currency =/= realworld currency exchange.

I think they could have used a better example like a game with known AOE exploits, never seen one for d3, only played until after they nerf'd MF and introduced rmah anyway but a few other games come to mind. I agree its probably the most gamebreaking issue, some skills seem to not be as problematic but trying to run cyclone, being canceled by corners or walls; server dropping loot 3 inches away from you, animation of hitting mob for 4-5 seconds then warping to a wall standing still in middle of packs, your player continuing attack 2-3 inches past mob animation on your screen, hp draining not in sync with avatars meeting ect, somewhat annoying.
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Rhys wrote:


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Hyskoa wrote:
5: Why does your game and every other Diablo 2 clone have such a huge, huge focus on itemwalls and itemrequirements for progression, whereas Diablo 2 had a focus on skills-progression where items were used as a focus of perfecting a character.

Well, you can beat the game with crap gear and good skills. NotRegret proved that by doing it only magic items.

Yeah, we do focus on loot, I'll admit. It's just one of choices we made when we sat down to design the game. We aren't trying to copy Diablo 2 exactly, though. We took the bits we liked, from D2 and others, and combined everything into the most awesomest meatshake we could come up with. And of course it wasn't perfect; the first draft never is. So we tweak the recipe and we tweak it and we'll keep on tweaking it.



I do be believe what NotRegret proved was,that trading will provide by far,better results than using whatever you find/craft yourself.

IIRC he used party play as well briefly to make the experience less taxing.

The opposite is also true that you can beat POE with crap skills and good gear,again,you'll have to trade for that gear.

In my opnion at least it makes POE a trade and trvialize game.

There's a big difference between trading and not trading,trade being a smorgasboard of items and not trading being a famine.

Have you read any of the solo self found challenge threads and compared notes ?

Last edited by Temper#7820 on Feb 3, 2014, 11:08:09 PM
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Rhys wrote:
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reboticon wrote:
My questions regarding Races, Quantity and Gated uniques were all overlooked. WHY YOU DO THIS, RHYS?!

Because I don't know the answers.

Quantity will revisited at the end of the current 4 month leagues. Gated uniques are an incentive to do high level maps, but it isn't set in stone. We try to provide races for people all over the world with different amounts of free time; if there's a particular time slot you feel is underutilized you should let Neon know.


Thanks very much for the answers! And the other answers as well, but mostly mine.
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