This game needs a death report.

Recently I've been getting killed for no discernable reason and it frustrates me endlessly. Started a ritual, screen turned red, died instantly 3 seconds later, ragequit out of a fully-juiced map.

You know how in some competitive games (such as Apex or CS:GO), whenever you get killed there's a display showing what transpired a few seconds before your death, and what was the source of damage? Why isn't there something like that? It would make this game so much more tolerable to play, to learn what killed you (or put you in danger). I don't like having to point fingers at something because I *don't know*, and learning what your weaknesses are allows you to fine-tune your build. Seems like something that should show up eventually after a few years.
10/10 game would not recommend
Last edited by CobaltNinja#3438 on May 26, 2021, 9:35:57 PM
Last bumped on Jun 4, 2021, 7:57:08 AM
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Yes, it's a major flaw in the game.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Chinese version has it
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commiealex wrote:
Chinese version has it



No. Stop spreading missinformation.
The chinese client gives you the information which mob had the last hit on you. Thats not a death report.

It has zero influence on how to avoid any further death and is completely useless in the long run.


As to OP comparing CS:GO deathlogs to PoE deathlog. You realise that PoE has thousand of different modifier on top of each other?
CS:GO has two. Damage dealt and killshot.

Im still amazed people think implementing something like that would be done within a day.
Nearly every week there is a new thread popping up because someone died and is screaming for a deathlog because they died to a ice nova chest or exploding corpses.
In most cases you know what killed you, even if you don't know the exact reason. You just react to late.
Last edited by Camatoo#7023 on May 27, 2021, 4:22:13 AM
"
Camatoo wrote:
"
commiealex wrote:
Chinese version has it



No. Stop spreading missinformation.
The chinese client gives you the information which mob had the last hit on you. Thats not a death report.

It has zero influence on how to avoid any further death and is completely useless in the long run.


As to OP comparing CS:GO deathlogs to PoE deathlog. You realise that PoE has thousand of different modifier on top of each other?
CS:GO has two. Damage dealt and killshot.

Im still amazed people think implementing something like that would be done within a day.
Nearly every week there is a new thread popping up because someone died and is screaming for a deathlog because they died to a ice nova chest or exploding corpses.
In most cases you know what killed you, even if you don't know the exact reason. You just react to late.


I would find a log of damage applied, ailments, etc to be pretty useful in figuring out how and why I died. This information is already being passed to the client. I can't imagine it would be too hard to keep a rolling log and present it to the player upon death.

There are a lot of cases, especially in the ultimatums, where I die and have no clue why I died. It's pretty difficult to identify why you died in the middle of a pack of 50 mobs that all typically die before anyone can reasonably even identify them.
The issue is, that it also has to collect all the information before your death. Which means another bulk of memory needs to be stored and processed.

The game doesn't know your dead, till you are dead.
Then it also has to show you the modifieres on the last mobs that caused your death, their current buffs/debuffs, your last active actions (flask, recently mechanics) to give you a reasonable deathlog. Just showing you that X mob killed you with X damage and you suffered X damage before wouldn't help you the slightest, since with all the modifires, i hardly believe that you get into the same situation again, which in fact does not help prevent death, it just shows you how you died.
Thats a information you can't use, because you are already dead and your character is gone (in HC that is)
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Camatoo wrote:
The issue is, that it also has to collect all the information before your death. Which means another bulk of memory needs to be stored and processed.


The information needs to be stored, yes. Memory isn't a major problem in this game and we don't have to store the past hour's log. Even a 30 second log before death would be significant and take very little memory. No processing of the information is required. This is information being stored for the end user to process, not the computer.

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Camatoo wrote:

The game doesn't know your dead, till you are dead.


This is why we keep a rolling log. So when you die, it can present the rolling log at the time of death.

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Camatoo wrote:

Then it also has to show you the modifieres on the last mobs that caused your death, their current buffs/debuffs, your last active actions (flask, recently mechanics) to give you a reasonable deathlog. Just showing you that X mob killed you with X damage and you suffered X damage before wouldn't help you the slightest, since with all the modifires, i hardly believe that you get into the same situation again, which in fact does not help prevent death, it just shows you how you died.


This is all information already in memory. If I mouse over any mob on the map, I can see all of the modifiers applied to that mob. It doesn't even have to present it to the user in the prettiest way. Log it to a file on death and let the community make tools for it if they don't want to invest a bunch of resources into presenting the information to the user. It's better than nothing at all and it's not like this community isn't already used to things being done this way.

"
Camatoo wrote:

Thats a information you can't use, because you are already dead and your character is gone (in HC that is)


It's information I can use to not die a second time. It's information I could use to adjust my build, my tactics, etc.
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Flu_Like_Symptom wrote:

It's information I can use to not die a second time. It's information I could use to adjust my build, my tactics, etc.


Highly doubt that.

In some instances sure but in many others not so much.
You arent supposed to tank all the incoming dmg, which is what you are trying to do.
Instead you should have moved and avoided the dmg manually.

What about rares in Ultimatums or Legions providing overlapping auras and buffing mobs to hell and back - even if its just for brief moment, if you do get hit in this moment you end up dead.

What about sextants?
Adds X mobs dealing phys dmg while Player takes 10% inc phys dmg and alike. What if you have 4 of those active at the same time? Equivalent to Abyssus essentially.
Thats not shown as a mapmod but it can kill you easily and thats why those mods exist. You juice up your map for potentially better rewards but while taking higher risk.

What about +5lvl Strongboxes triggering an Ice Nova in a 100% inc AoE map?
This will very likely kill you and the solution isnt showing the number, its moving far enough away to not get hit in the first place.

I could go on but it should be clear at this point where Im coming from.


Showing pure numbers without explaining where exactly those numbers are coming from is meaningless. Explaining everything would lead to a bloated and convoluted mess of a log when the explanation as to why someone died simply is: You should have moved and you didnt.


Movement and positioning are extremely strong defenses rarely mentioned in guides or elsewhere and very hard if not outright impossible to display in a log, yet both are key to survival.
How do you deal with that?
But how does the game know when to start storing within the 30 second window you suggest? Again, the game does not know when you will die. It can only tell you that you die when your life reaches zero and you fall to the ground.

For this to work the game has to constantly keep a log on your actions and of those from enemies. As Orbaal and i mentioned, there are thousands of different modifiers in place that need all to be processed and calculated.
Even if you would break it down to a understandable value, the message would say "you died from damagetype X from mob X". Everything else does not give you any valuable information because you can't influence all modifires that a map has for future use.
"ok, that mob killed me with lightning damage" But how does that help you in the future? It does not because, again, you can't recreate the same scenario twice.

To recreate that scenario, you would need to get the same map modifiers (same numbers) get the same Mobtyp in a map with the same modifieres (again, numbers). This is just not possible. You have a higher chance to get a 3 mirrors from 3 barrels in the same map.
Last edited by Camatoo#7023 on May 27, 2021, 1:24:56 PM
It was already explained. A running log would have to be kept continuously. It would just keep rewriting itself on a loop so that the last say 30 seconds would be available when a character did die. The 30 seconds of log was the example given. I would argue though that the last 10 seconds or so would probably be sufficient.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!

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