Death Penalty Adjustment Discussion

This discussion is pointless anyways, GGG will not make a gameplay change because some players have connectivity / technical issues with the game.
"
Dawmz wrote:
This discussion is pointless anyways, GGG will not make a gameplay change because some players have connectivity / technical issues with the game.


Pretty much this.

Its not fair for those players that don't have connection issues, which seems to be a much MUCH larger number after lockstep was added.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
SjakaWaka wrote:
not to mention that the Server does not know what happens on the client. or what you see on the screen in predictive. only the actions you take. and a bit of generic info of which you can't use to do a proper analysis on your death.


The server only gets what is actually transmitted. Sometimes I cannot attack because I do attack on my screen, but the server doesnt realize it.

However, the client knows what is happening on my screen, and knows there was massive desync when I am teleported around on my screen.

"
Dawmz wrote:
This discussion is pointless anyways, GGG will not make a gameplay change because some players have connectivity / technical issues with the game.


Sorry to be so blunt, but: Please work on your reading and comprehension skills. I was not asking for any gameplay change. I was just asking for something that would not affect the gameplay of people on good connections at all, while making shitty connections a bit more bearable for those who are on a shitty connection.

What would be wrong with that?

Also, how would it be "unfair" to those people who do not have connection issues? Those people do not die because of desync in the first place.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Aug 21, 2015, 1:52:42 PM
"
goetzjam wrote:


"detects desync" how on earth do you think they can detect when you desync? As for the comment about me playing on lockstep, you do realize that for over 3 years I played on predictive mode? Pretty ignorant to tell me not to comment, when I've experienced predictive mode far more then you ever will.





A 'call and response' system might work. Checksum the activity on the screen into a number string in the same manner that you would do a CRC check, and send that to the server with the other data... when the numbers diverge to greatly from what the server has then you force a resync on the client. Something as simple as the current player HP can be used if needed, or a hash of all local HP of players + monsters. Sending player hp as a percent (or x,y coordinates in the map) from the client would add very little overhead to the packets for example, yet can still be used to enforce sync states.
Last edited by Jiero#2499 on Aug 21, 2015, 2:41:15 PM
HP doesn't always work. I sometimes see that something is damaging me, and that I am obviously desynced, but I just don't know where I am or where the monsters are, and I just start to spam skills in all directions (obviously less of a problem with Cyclone than with single-stream Incinerate). However, there sometimes seems to be communication in only one direction, so I see that my health goes down, but I can neither use skills nor can I use HP flasks. The result is usually death.
Remove Horticrafting station storage limit.
"
Jiero wrote:
"
goetzjam wrote:


"detects desync" how on earth do you think they can detect when you desync? As for the comment about me playing on lockstep, you do realize that for over 3 years I played on predictive mode? Pretty ignorant to tell me not to comment, when I've experienced predictive mode far more then you ever will.





A 'call and response' system might work. Checksum the activity on the screen into a number string in the same manner that you would do a CRC check, and send that to the server with the other data... when the numbers diverge to greatly from what the server has then you force a resync on the client. Something as simple as the current player HP can be used if needed, or a hash of all local HP of players + monsters. Sending player hp as a percent (or x,y coordinates in the map) from the client would add very little overhead to the packets for example, yet can still be used to enforce sync states.


GGG already does these types of thing.
why do you think you sometimes resync when playing predictive? its not for the fun of it.
but in the end those type of things are educated guesses at best.

the only way to avoid Dsync in a predictive setup is to send full state packages.
which would just fuck over people with bad connections even more. as the connection can't handle the enormous load of data.

Anyhow GGG isn't gonna change death punishment because of people with bad connections.
neither can GGG realistically determine that player deaths are because of said connections.
I always thought they should change it to "lose all experience gained in that area upon death".. yea sure it's more than 10% at lower levels, but there are so many easy leveling content before you get to 85+ that it shouldn't matter. The 10% loss at 90+ becomes really retarded, granted you can die to some pretty random lag/pc issues etc and the list goes on even on the "best builds". Levelling off 76 maps which grant 1% exp is already a grind. the 10% is just excessively punitive. If we wanted to be punished that severely on death we would just play only hardcore leagues, but I like both, so I play whichever one intrigues me more at the time.

Most HC league players continue to sprout their elitism on this matter, the point is if you die even twice in 1 hr it has an extremely significant impact on game progression.

Persons will speak about its deleterious impact on the whole uber approach if you are 95+ and don't lose exp. Isn't losing 2ex if you fail punishment enough?

As simple as it might seem, why can't players just lose all quality off gear on death in softcore T_T?
What I don't understand is why people care if the death penalty is gone it just kills me that there is a player base of mostly hardcore players who love the idea of hurting others fun. I am at 84 atm and to be honest I am getting bored and when I come here and read this I get sick to my stomach.I thought I was playing a game not a science project .

I see now there to many Leets here and I am wasting my time supporting a game that isn't a but more of a clique of people who need to try to find power wherever they can.
"
blueeyedevil wrote:
What I don't understand is why people care if the death penalty is gone it just kills me that there is a player base of mostly hardcore players who love the idea of hurting others fun. I am at 84 atm and to be honest I am getting bored and when I come here and read this I get sick to my stomach.I thought I was playing a game not a science project .

I see now there to many Leets here and I am wasting my time supporting a game that isn't a but more of a clique of people who need to try to find power wherever they can.


if there's no penalty for anything.
then there's no challenge as it doesn't matter what you do you will always win.
i can't enjoy a game w/o it's challenges personally.

i understand that's not the case for every1
but from the get go PoE has been portrayed as a 'hardcore' game and that's not a reference to the hardcore mode.

and it should stay 'hardcore'

there's enough carebare games out there.
Indeed it should be adjusted: 25% seems more fair to me

Report Forum Post

Report Account:

Report Type

Additional Info