Died to Strongbox lag and suggestions so this never happens again

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NeroNoah wrote:
The only way Atziri is going to be more accesible is if her uniques stop dropping everytime.



I didn't even mention MORE accessible.

The right or wrong of the level of accessibility (including Uber) is another discussion.

I mention HOW.


Right now, Atziri is accessible by simply buying fragments, or by simply flipping docks, or by buying vaal orbs and flipping low corrupted maps.

Encountering corrupted areas in high level maps, during normal play (which was seen as bad and 'free') for say 10 hours would not give me more fragments than if I chose to flip docks for those 10 hours.

The end of all end game content is something that should increase in accessibility the higher and harder the content, right now accessibility gets less the higher and harder the content.

Das pool sheet!
Casually casual.

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Chronodroid wrote:
Pre-loading makes no sense as long as you can alter the boxes spawns (read: modify like maps..).

Sorry to hear, but reading box properties is advised, even in SC altho 10% XP loss hurt less than a HC-death for sure.


Having all models and textures loaded is really advised for a game with hardcore modes, were you have no guarantees on load times for resources (on the client side), you don't really understand the issue.

Since the box properties are implemented while map creation, it really is no issue to load a few extra models and textures (same with rogue exiles and shrines and what not).

This is a technical issue, if you bring on arguments like you could counter with a gem or play another league, you really did not understand a technical thing here.
Last edited by Zogina#4115 on Dec 2, 2014, 8:00:25 AM
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Mark_GGG wrote:
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Nicholas_Steel wrote:
That unique map where the final boss raises everything in the final room demonstrated that raising/spawning lots of enemies simultaneously was a bad idea, it caused a huge lag spike for most players. That encounter has since been changed to progressively resurrecting monsters which resolved the issue quite nicely.
That spell has always, from the very first implementation, raised them over time, starting with the ones closest to the necromancer and working outwards -that wasn't changed, it's always done that. The change that was made was so that it wouldn't raise monsters that didn't have room to stand up, causing them to overlap, which had a bunch of negative consequences all over the place, including AI and pathing, and also served to reduce the total number of living monsters which was making the fight difficult.

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Nicholas_Steel wrote:
Strong Boxes spawn large groups of monsters instantly and similarly produce lag spikes for the same reasons.

There is absolutely no spawning happening when that mass revive spell is used - a dead monster and a living one are the same gameobject and have all the same data - nothing new is loaded when a monster is raised from death - any lag caused in this case is not due to loading monsters, because they're all already loaded. This is not equivalent to a strongbox.

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Nicholas_Steel wrote:
The reason you don't notice performance issues as enemies load in to existence while you walk around is because they are presumably progressively loaded. Entire groups of enemies aren't loaded when you get near them, instead the individual members of the group spawn in as you near them one-by-one so the potential performance impact is quite small.
This is partially true - the area around your character where things are active isn't continuous, but discrete, in terms of "tiles" that are each a square a bit wider than cleave's base radius. When you move, you'll unload monsters on one set of tiles you're moving away from and load them in on those you're moving towards, all at once. In general, this would involve loading fewer things than a strongbox, but this depends to some extent on how the monsters happen to be laid out.

We are continually making improvements to how things are preloaded and preventing on-the-fly loading where we can.
Thanks for the response and correcting my mistaken assumptions.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
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KillerB wrote:
What about making the strongbox opening 2-staged, you roll it whatever you want, you click once it preloads the thingies (MTXs etc, maybe spawn in the mobs invisible, invulnerable state) it needs and locks the box so it can't change anymore and then next click opens/activates it.


That does seem like it would resolve the issue, but how would you intuitively convey this behaviour/interaction to the player without confusing them?
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
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Mark_GGG wrote:

We are continually making improvements to how things are preloaded and preventing on-the-fly loading where we can.


Sorry, but that set of problems (loading and spawning of entities) got already mentioned with the introduction of shrines (domination league in 2013), same with cosmetic effects on rogue exiles (or their minions) and with strongboxes.

Sorry, but nothing notably happened to improve the situation since dominion.
 There are 2 ways to best handle this problem:

1. Drop a smoke mine just outside the mobs range and jump to it upon opening the strongbox
2. Use Lightning Warp to move out of harms way fast
    (I'm currently using LW on my level 80 Shadow, have used SM and haven't tried leap slam)

 If the strongbox is rare you should ID it to make sure there is no freeze mod. I've died too many times to the stupid freeze mod so I have learned the hard way to always ID the rare strongbox and avoid it if there is freeze on it. GGG should do away with that mod on strongboxes. It's frustrating to be frozen locked and then the mobs bashing on you disrupts the LW casting making it doubly difficult and dangerous to open it.

 Timing is everything and where the strongbox is located can also be a factor as to weather it is worth the risk to open it. If it's in a tight passageway or narrow corridor where the space around it is limited the mobs will be more crowded in the direction you will want to travel so standard movement to get away is extremely dangerous and best to just avoid the strongbox. Even with Smoke Mine or Lighting Warp if the strongbox is located in an underground narrow passage I always have to think twice and weigh the odds that I'll not be able to LW away. Dieing and losing 10% xp is definitely not worth the risk as most strong boxes don't have anything good in the endgame maps anyway.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
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Arrowneous wrote:
 There are 2 ways to best handle this problem:

1. Drop a smoke mine just outside the mobs range and jump to it upon opening the strongbox
2. Use Lightning Warp to move out of harms way fast
    (I'm currently using LW on my level 80 Shadow, have used SM and haven't tried leap slam)


If you fail to understand the technical difficulties involved, you are not understanding the issue, this is feedback and not gameplay help.

The resource loader had its problems since domnion with the introduction of shrines.
Off Topic
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TheAnuhart wrote:
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NeroNoah wrote:
The only way Atziri is going to be more accesible is if her uniques stop dropping everytime.



I didn't even mention MORE accessible.

The right or wrong of the level of accessibility (including Uber) is another discussion.

I mention HOW.


Right now, Atziri is accessible by simply buying fragments, or by simply flipping docks, or by buying vaal orbs and flipping low corrupted maps.

Encountering corrupted areas in high level maps, during normal play (which was seen as bad and 'free') for say 10 hours would not give me more fragments than if I chose to flip docks for those 10 hours.

The end of all end game content is something that should increase in accessibility the higher and harder the content, right now accessibility gets less the higher and harder the content.

Das pool sheet!


I know you hate pyramidal schemes, but, the whole point of the system was to have something people can sell to high level players. I can't call that just bad.

It's not a thing of denying free things to high level players in first place (although, given the benefits, I wonder if it's too much cost...).

The best you can expect, it's a parallel system that it's slower than buying fragments. This system can be faster if the Atziri drops are nerfed.

Not everything is about high level players.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Spoiler
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NeroNoah wrote:
Off Topic
"
TheAnuhart wrote:
"
NeroNoah wrote:
The only way Atziri is going to be more accesible is if her uniques stop dropping everytime.



I didn't even mention MORE accessible.

The right or wrong of the level of accessibility (including Uber) is another discussion.

I mention HOW.


Right now, Atziri is accessible by simply buying fragments, or by simply flipping docks, or by buying vaal orbs and flipping low corrupted maps.

Encountering corrupted areas in high level maps, during normal play (which was seen as bad and 'free') for say 10 hours would not give me more fragments than if I chose to flip docks for those 10 hours.

The end of all end game content is something that should increase in accessibility the higher and harder the content, right now accessibility gets less the higher and harder the content.

Das pool sheet!


I know you hate pyramidal schemes, but, the whole point of the system was to have something people can sell to high level players. I can't call that just bad.

It's not a thing of denying free things to high level players in first place (although, given the benefits, I wonder if it's too much cost...).

The best you can expect, it's a parallel system that it's slower than buying fragments. This system can be faster if the Atziri drops are nerfed.

Not everything is about high level players.



Oh I completely understand the reason was for economy.
There will always be people that will still buy frags, christ, there are people who farm Atziri and buy every single frag, there are people who farm uber and buy every single frag. There would be people doing this even if map bosses dropped a guaranteed fragment. People buy wisdom scrolls for fucks sake because they can't be arsed to click on them.

I don't trade, I buy nothing. The majority of the people playing PoE at end game probably bought 90% or more of their gear.

See where I'm going with this? They bought that gear even though the ability to drop said gear does NOT get less as the content gets higher.

The tail is completely fucking wagging the dog in GGG HQ, they lost focus. People will trade, because easier, because more efficient, because they like it, whatever. There is no need to make trading mandatory other than low level content or GTFO when it comes to such as Atziri.
Casually casual.

Spoiler
"

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KillerB wrote:
What about making the strongbox opening 2-staged, you roll it whatever you want, you click once it preloads the thingies (MTXs etc, maybe spawn in the mobs invisible, invulnerable state) it needs and locks the box so it can't change anymore and then next click opens/activates it.



That does seem like it would resolve the issue, but how would you intuitively convey this behaviour/interaction to the player without confusing them?


Maybe add the option to doubleclick for box opening instead of insta clicking, the first click always could just simply add the "locked" mod just like the vaal orb adds the "corrupted".

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