Unpopular Idea: Revive Hardcore Players
By the way, the problem with a costumizable logout timer (and short logout timers in general) is that it would increase the strain on the server. Instead of checking your character's heartbeat every six seconds, it would have to do it every two seconds, for tens of thousands of simultaneously connected players. That is not trivial and may cause other undesired effects. It's not my area of expertise, I only recall design debates about this type of thing.
" This isn't a realistic expectation. You're basically asking that support sits down and performs autopsies. That takes time, sparks arguments, causes people to even be more upset when their request for resurrection is declined. That is why every game in the history of online gaming has handled HC modes in precisely this way: It doesn't matter why your character died, it doesn't matter if it's "fair", it doesn't matter if the server had a hiccup, your router had a bad day, some relay server lost your packets. If you die for any reason, your character is gone from HC. " The issue is that you want them to determine whether it is their fault, which is a time-consuming and resource-intensive affair. The vast majority of these claims would be false, even if the players believe that it was GGG's fault. Or they would construct it to be GGG's fault. Doesn't matter, would take up too much time and resources. (They did restore dead HC characters when it clearly was their fault -- the Carrion Queen incident.) If you can't deal with this, HC isn't the mode for you. It's not always the mode for me, either. I only play my HC characters when I'm in a good place where I probably won't get salty if they die because of a connection issue. Anyway, going in circles. Sorry! | |
" It doesn't do much about BS deaths though. The thing with the highest probability to kill you in a BS way is probably a connection loss. If you lose connection, there is no point in using a logout or anything of any sort that needs user input, because the user input doesn't make it to the server. GGG's solution is to assume a loss of connection after about 6 seconds (at least that is what I heard) and log you out automatically after this time. The problem is that 6 seconds are a freaking long time, and if you are in a pack or in a boss fight, you are likely dead after those six seconds. The two (rather) simple, automated solutions to this, that need some development time but no support time (which is expensive), are: 1) Reduce the log-out time from 6 seconds to 1.5 or 2 seconds, or make it user-adjustable (choose yourself what is best for you), 2) In case the character dies, investigate whether there was any packets from the client within the last 1 second or so, and if not, assume that the character died because of lag or disconnect. Both solutions would not be exactly exploitable, at least not any more exploitable than logout macros. Remove Horticrafting station storage limit.
|
![]() |
" I realize that it doesn't do anything about BS deaths. Like I said previously, that particular issue is handled by SC mode and the fact that people should really take the time to understand that internet connectivity is out of the hands of GGG. |
![]() |
" Going in circles isn't necessarily bad when there's so much being discussed. It is good to see opinions on whether or not this is an issue worth directing resources to. The general consensus seems to be that it isn't. I do like a lot of the other suggestions thrown around as well. I've never subscribed to a game service and I've never really played an ARPG before PoE or since. My experience in this particular field is pretty limited. The bit of employment that I had focused heavily on catering to those that paid moreso than those that didn't, making them a bad example to follow as well. I've no experience handling large amounts of money or any sort of cash influx and delegation either. Basically these are the thoughts and opinions of a consumer with little understanding and even less hard information, though of course I wouldn't expect GGG to divulge their expenses to everyone just to prove a point. It's becoming more and more clear to me that the better solution is mitigation of interrupts and the negative experiences that come with them. Changing the loss of connection timers does certainly seem like a very viable option, albeit not as simple as others believe like you pointed out. I can only assume that's actually what killed me. Standing around two of the trio for 6 seconds isn't a wise move for most any build. Perhaps some stress testing with reducing the numbers on a gradual scale would work. Not my area of expertise either. Last edited by ToBeSomebody#7557 on Jan 12, 2016, 2:45:12 PM
|
![]() |
Here's an interesting suggestion a friend of mine proposed; support for characters who have died at or above level 90.
Before you rush to reply, I urge you to read the rest of the proposal. What I've spoken about before is introducing a system of support for wrongful deaths. I have pointed out numerous times as well that I do not think this is a process that has to all be taken on in one lump-sum shit basket. Take steps, learn what you (GGG) are and aren't capable of, what you can and can't improve on, what you should and shouldn't do in the future. Level 90 is a pretty decent achievement for characters in both standard and hardcore. Yes, there are still thousands of players who have already attained such a title, but the number is significantly less than those who haven't. And keep it locked down. Level 89? Sorry, try again. Perhaps 95 would be a better cap to start with, but I liked the idea in terms of baby steps toward setting a system up. |
![]() |
Can't believe this thread got to 4 pages... its either a troll, or the OP is really just not understanding the implications of what he is asking.
Simply worded explanations on why this will never happen. Regardless of ANYTHING the OP or anyone else says, some combination of these WILL have been considered by GGG and they will NOT revisit this because as a few people have stated, SC contains workarounds. 1 - It is not free to make this infrastructure. There will be some non-zero-dollar amount involved in creating the ability to both record what occurred, and the method by which people can request a revive. This money has to come from somewhere, and for something as big as this it would need to have a potential return of more than it cost to make 2 - It will not be free to maintain. Similar to above, there will need to be staff (based on volume, could easily be excess of 100 requests daily). This will be expensive. There will also be general maintenance on the programs/features 3 - Time. Time is always a constraint. Time to make it, time to work on requests, time to deal with outrage when requests declined, turn around time of requests.... Many big companies email tat is 1-2 working days at best. Imagine if it was 2 working days for them to receive and start looking into it. Even if it takes them an hour to find out whether to approve, that's 2 days of you sitting there twiddling your thumbs. Those are the biggest points to note. This is ignoring that this stupid idea will 100% cause some portion of the HC community to be MORE unhappy. There will be people who are unhappy that it exists, seeing as how HC is about 'no second chances, deal with whatever happens', and there will be people unhappy when they get declined a revive. Lose lose. I think this thread should be locked. Its not that its an unpopular idea, its that its a 'never gonna happen' because its not worth the resources. Benefit? People buy more mtx/supporter packs when they get declined revives?...... |
![]() |
" You can't believe it because you didn't read any of what transpired within it. I'd encourage you to go and take a look at the discussions being had. Not only are there some great suggestions and explanations as to how certain things work, I've also posed some (what I would consider) thought-provoking questions. Everything you just listed? It's been mentioned. By myself even. You spent a good while typing all of that up. I don't think it would hurt you to spend an equal amount of time considering what's being said and then reconsider your post. |
![]() |
Still, Real_Wolf is correct. This will never happen. And we've both told you why.
| |
" I haven't rebutted any of it. I've simply questioned your undying faith as to why you choose to use the word 'never.' Chris makes a reference a few times in his recent post about 'resources' and where they're being funneled, currently the trade system. Why? Because it's going to help improve player experience. It's something that for a long while was simply taken as a given (perhaps not 'forever') and that we simply had to live with. Now? It's worth the time, the money, the dedication. So when (again, if ever) does this become the case for player support regarding wrongful deaths of any character? I understand that the consensus is indeed 'never' but I'm curious to know why, and more curious to know if it's not 'never' then at what point would you (or anyone else) consider it time to look into this? Edit: I should make it clear that I'm not asking you to repeat 'it's too expensive.' You're free to, of course, I wouldn't hold it against you if you did. But there's also the fact that none of us here have a grasp on what 'expensive' means to GGG. What I do know, however, is that something that seemed impossible last year has every chance of seeming more possible this year, and likely even moreso this same time next year. It's been done before, here and elsewhere. The sheer increase in people playing this game alone speaks to the increased income (and expenditure for things like servers) of GGG. Last edited by ToBeSomebody#7557 on Jan 13, 2016, 12:34:27 AM
|
![]() |
I've done admin work on an "unkill committee" to review submitted wrongful death claims in an online game.
It's a nightmare. You get tons of requests, the vast majority of them are merely submitted out of ignorance. They are a lot of work. You also have to establish criteria what deserves and what does not deserve an unkill. Those lines are going to piss people off, and if you are not very, very careful can lead to perceived favoritism. Every denial leads to more communication, and often disputes over details and judgments. All of this time and energy (nevermind the money) is much, much better spent elsewhere. Of course, if I had my druthers HC would be like the old rogue-likes. You died? Kiss that save file goodbye. (And no, I don't play HC. I don't find the idea of losing my character over a death fun at all in a long-play game like this.) Support a free Hong Kong.
I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. -Galileo Galilei |
![]() |