Instant logout is ruining every part of this game
" D3 has a logout timer and there are still people playing HC. It's pretty much the choice between screwing over a percentage of HC with technical issues (which still happens, mind you), and messing up the entire game to a degree because of instant logout. I don't like their choice of lesser evil, but that's just me. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" really? if you crash - you cannot logout. it is already closed connection and server DOES NOT KNOW you crashed if you disconnect - you also have no control over that. youll mostly get removed from the area but not always anyway these are pretty frequent EXCUSES for instant logout - used mostly as the strongest spell in the game to make careless people not pay for their mistakes. D3 did that better - both TP and logout has a timer. that game can crash/DC too. and people still play HC there and surprise surprise - they manage just fine you overextend, you die. but not in POE where 'cheating' is a skill |
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I agree 100% with OP... but I also don't see how they could fix any of this now. A decision to change this should have been made a long time ago.
Like Sidtherat said, GGG rushes stuff out of the door at break-neck speed and never goes back to clean things up. A change to the logout macro would require an entire rebalance to the game. A similar issue exists with Vaal Pact. At the end of the day, the game we are playing is a 100% product of balance (or lack of balance) being neglected for so long. The reason they are so weary to change shit like this or vaal pact is because they know players build around this stuff. The proper time to fix vaal pact would have been when the ES changes were done so once everyone switched to life, they would experience it without vaal pact and train themselves to live without it. /tangent OH...by the way to the person that said only HC use logouts...that's not true. Some players going from 98+ will use it because 1 death = 4 days of xp. |
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" If they disable instant logout, they will have to keep the character in game for X time after losing connection too. Otherwise nothing stops you from using a macro that breaks your connection instead of an instant logout. |
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" Nonetheless, that's the exact reason I stopped playing D3 less than a month after it came out (well ok, that and the fact that D3 was shit and in no way a sequel to D2). Anyway I'm not sure why it should be a matter of complaints... as you can see by looking at HC ladders, instant logout or not, most HC characters end up dead. And actually pretty rarely from one-shots (speaking for myself here). Please. No more labyrinth.
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" Oh wow, that's a friggin' quote goldmine. Thanks for that. *cracks knuckles* " Getting oneshot is not an adrenaline rush. Neither is nearly getting oneshot, and pressing a button to instantly teleport to safety. Adrenaline rushes come from things that last for more than a second. You're doing the horror game equivalent of throwing jump scares at players without any pacing or tension building. It's cheap, and it gets old fast. " I don't see how fights could get any dumber than the current "facetank, facetank, dodge oneshot, repeat" pattern. Keep trying, cause other games somehow know how to make better bossfights. " This is simply not true. A boss can be difficult and still possible to defeat in one go, if you make the fight about strategy and resource management instead of who has the bigger numbers. Atziri and Dominus are great examples of this. Also, "instant logout all the time" and "kill the boss in one go" are not the only two options. Portals, think with them. " And by the looks of it, every time you did, players called out how absurd it is. " Is alt-f4 more fun than portalling out? Or is it just easier and more effective? " " I'll just leave that to simmer for a while... Moving on. " You already have a solution. It's called portalling out. Problem solved, can we get rid of instant logouts now? " Well, with a few years of hindsight, I think we can all agree that it didn't lead to a better game. When most of the defensive features you designed are next to useless compared to stacking nothing but life and DPS, you done goofed. But please Chris, if you're reading this, feel free to chime in with some up-to-date opinions. I'd love to hear them. |
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" I went looking for a nice snort sound to paste here but none were loud and expressive enough. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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Balancing the entire game around Vaal Pact is the real culprit.
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" In a sense, yes. What spoils my gameplay experience is not the instant logout per se, it's the oneshot meta. But as long as instant logouts exist, a oneshot meta also has to exist by necessity. Otherwise, everyone could just instalog their way to level 100. Removing instant logouts is a necessary (but not sufficient) first step to fixing all the other problems with the game. " Ok, let's talk about this intended challenge level. The unit of challenge in the lab is a single trap gauntlet, or a single Izaro fight. This is evidenced by the fact that these units are surrounded on both ends by hordes of pushover white mobs, allowing you to completely recover your resources inbetween them (recharge flasks, leech back life, etc). You can leave an Izaro fight with 0 flask charges and 1 life, and reach the next gauntlet in the same zone fully healed and flask'd up. Now imagine that you can leave the lab at any time and re-enter, but whenever you do, you are placed just after your most recently completed Izaro fight (or at the start if you didn't beat phase 1 yet). And if you portal'd out of an Izaro fight, it resets, so you have to start all over again. This would do absolutely nothing to the intended difficulty of the lab. You were always expected to reach each Izaro fight and each gauntlet on full resources anyway, and even with this change, you have to beat each unit of challenge in one go: you cannot make partial progress by portalling out and coming back in. The only difference that this could possibly make, is to make it easier for builds that aren't dedicated lab farmers to complete the lab (lab farmer builds never fail anyway). And considering that those builds typically only do lab once anyway, I don't see how that could have a significant impact on anything. " An unintentional disconnection or crash already incurs some delay. The game has to wait at least a few seconds before it decides to drop the connection, because the connection might recover in that time. What needs to be done is to make manual logout have the same delay, so that neither manually logging, nor forcing the client to crash or break the connection, is a better alternative than escaping via in-game means. |
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" You already die each time you get a DC or client crash, and instant logging doesn't help there because, well, you already crashed. The only thing that would help with that would be to make monster damage less spiky, but guess what, we can't do that as long as instant logout exists. Thanks for reminding me though, I added this to the OP. |
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