I really want to take PoE seriously

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Startkabels wrote:
You're right: There's nothing hardcore about desync but don't insinuate that desync is a feature GGG decided to have or anything...
And I disagree: Playing hardcore is not at all impossible. I only play melee and I only play hardcore and can't remember that I ever died because of desync.

When I die is mostly because I'm taking too much risk.

Take your losses like a man, not like a child...


lol, no, desync isn't a feature GGG decided to have. It's a consequence they decided to have for the sake of economic integrity. When referring to 'hardcore mechanics', it has nothing to do with hardcore league. It's just the mechanics Chris refers to, which I do like. Accuracy, body blocking, that sort of thing are great, provided they work while giving good gameplay.
No. Calm down. Learn to enjoy losing.
And the fact that it's an expected consequence of the prediction model (read b15h09's quoting Chris here if you need any convincing) is precisely why it can't and won't be fixed.

The only way to eliminate the random jittery behavior would be to make rubberbanding sooo aggressive (sync checks all the time) that you pretty much may as well switch to the MOBA/RTS model in terms of netcode. Which they don't want to, and won't do because $$$.
Path of PEW PEW PEW PEW PEW PEW
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b15h09 wrote:
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Lonesome_Longsong wrote:


Yeah, not part of this game's design. So what's with all the offensive nodes in the skill web? Just eye candy?


Largely eye candy and noob traps, yes.

Not saying you can't splurge on a few as you work through the tree (often better than stats, at least), or pick up a great offensive keystones. The basic mechanics of the game require you to heavily invest defensively, due to the way gear scales with defensive passives, and the sheer amount of damage that you'll encounter as you progress through the game.



And I'm going to end my spontaneous revisit to this game and its forums with this: to have such a huge, lovely skill web just to neuter it with this sort of mindset is the epitome of dumbfuckery.
Last edited by Lonesome_Longsong#1636 on Jun 19, 2014, 11:16:31 AM
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Lonesome_Longsong wrote:

And I'm going to end my spontaneous revisit to this game and its forums with this: to have such a huge, lovely skill web just to neuter it with this sort of mindset is the epitome of dumbfuckery.


Well, I'm not sure it's b15h09's mindset or what he would advocate for, but it is how the game is designed. Invest heavily into mitigation or get fucked by rubberbanding. Or play range/caster and stay far from everything (see my sig).
Path of PEW PEW PEW PEW PEW PEW
Last edited by Noobshock#1666 on Jun 19, 2014, 11:22:25 AM
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Noobshock wrote:
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Lonesome_Longsong wrote:

And I'm going to end my spontaneous revisit to this game and its forums with this: to have such a huge, lovely skill web just to neuter it with this sort of mindset is the epitome of dumbfuckery.


Well, I'm not sure it's b15h09's mindset or what he would advocate for, but it is how the game is designed. Invest heavily into mitigation or get fucked by rubberbanding. Or play range/caster and stay far from everything (see my sig).


I very much mean it's idiocy on GGG's behalf -- I point no fingers and part no critical words at anyone else.
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Noobshock wrote:
And the fact that it's an expected consequence of the prediction model (read b15h09's quoting Chris here if you need any convincing) is precisely why it can't and won't be fixed.

The only way to eliminate the random jittery behavior would be to make rubberbanding sooo aggressive (sync checks all the time) that you pretty much may as well switch to the MOBA/RTS model in terms of netcode. Which they don't want to, and won't do because $$$.


You obviously don't know what desync means. Desync simply IS and cannot be "fixed", only reduced. GGG didn't plan to have a desync issue like you're trying to suggest.

Any system whether it is simular to other games or the system GGG picked, has desync. The difference is the way desync manifests itself.

What needs to be fixed is too much desync by reducing it.

I recommend reading Chris' post again more carefully...
Last edited by Startkabels#3733 on Jun 19, 2014, 12:28:21 PM
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Noobshock wrote:
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lagwin1980 wrote:
And someone still thinks running through a pack of monsters won't get them rubberbanded...really?


I guess this is accepted by the community at this point?

We're playing a fast paced ARPG where running through packs of mobs = rubberband and that's acceptable design in the community's eyes. LOL. How low can your standards get?


No point arguing with fanbois sadly ...
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Noobshock wrote:
Well basically, anytime devs get away with murder (broken jittery rubberbanding combat passed off as OK because TEH ECONOMY), they're only getting away with it as long as there is no competition. Right now, there really is no competition on PoE's level. So they can keep feeding us the bullshit line about economy trumps all and leave the core gameplay half-borked.

This isn't how your game survives the long haul though, which is what Chris & co claimed their intentions were from the get go. I guess it was just good marketing.

So, cheers to the next ARPG that either kills PoE or forces it to get serious. Can't wait!


Agree every single word.
Oh no here come the drama queens again,

Now running through a pack of monsters equals rubberbanding.

And to Yloss: What a poorly motivated rant. Dev getting away with murder as in rubberbanding like they secretly planned it or something.

Instead of crying like a woman on a free game's forum, Noobshock should post some suggestions and tell us how he thinks the game survives the long haul.

He obviously cares or is he only here to whine?
Last edited by Startkabels#3733 on Jun 19, 2014, 6:30:57 PM
GGG has made their stance on this topic pretty clear

economy > combat flow

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