Please tell us what killed us, it is literally not hard.

The game could very easily say you died, you were last damaged by x damage. It literally calculates everything to determine that you did in fact die. For instance if I hit a barrel in act 1 and it killed me with 9 fire damage. Somewhere in the game code it determines that that barrel did 9 fire damage to me, so just have the death notification print that, and then ask if you want respawn. If degen kills you, it would even be super easy and not at all hard to have that print out. The data literally already exists. This is something people have been asking for for like 10 years. Start giving us meaningful ui changes, and at least make it so we don't need freakin pob to get accurate tooltips. It is like you don't care. Is it that you don't want people to know that some map bosses hit for like 35000 after mitigation, or that bob an intern made you code so bad that it is now impossible to make this happen. Just put it in poe 2. The funny thing is that the chinese client has this, an action house, a better ui. Why is it that the non chinese client doesn't, perhaps it is because we won't pay for the privilege of it.
Last bumped on Oct 24, 2023, 1:49:16 PM
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It is in fact not easy...

The one-shot hit is not the norm, but the aberration. Usually what kills you is the cumulative effect of multiple smaller effects, degen, hits, tar meaning you can't move (I hate that one), ailments, and so on...

Presenting that in a meaningful way will be challenging... and in general people know why they die anyway... Most often it is because they charged into something they shouldn't have...
Last edited by Cyzax#3287 on Sep 20, 2021, 5:23:05 AM
Agreed that a death log would be very useful.

Knowing the final blow not so useful. What would be useful is a short description of the last second or two. Such and such debuffs and buffs were applied, a critical hit or not, type damage, physical/fire/cold/poison/lighting/etc, monster type that the hit came from.

What would have to be done is continuously keeping a log of the last second or two of this kind of information. At death the death log would be made available. I don't think it would be super hard. The difficulty would depend on how spread out these code decisions are made throughout the code.

I have a suspicion that it hasn't been done because they are afraid that it could lead to a bunch of complaints many valid some invalid and they don't want to deal with that.
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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Cyzax wrote:
It is in fact not easy...


...
...
...

Suddenly, it's kinda already done in chinese/tencent version, mmkay. Also, it was done multiple times in 20-30 years old games, so i guess a 2013-something engine can handle something like that:



It should be easy enough to write calculations that arealready in place to the log of sorts, it will of course create a bit of overhead in terms of traffic and whatnot, but that overhead should be very little anyway
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
People always state "it's not easy". But I would argue that it's not easy to make the system PERFECT. What system in POE is perfect anyway?

If there are 10 monsters there, it is interesting to know what dealt the "final blow"

When you die, you can still hover over monsters to see each monster in your vicinity.

If I get a message that states "killed by x monster by x damage type" that would be enough for me to search the surrounding monsters for that monster type and see what the affixes that monster had. It could be a dot, could have been a crit, could be subphys... doesn't matter.

An understanding of surrounding monsters is always useful.

Similarly if you get a message saying you died from some monster that isn't immediately on your screen at the time of death you can safely assume that a crazy DOT or some offscreen event killed you.

I think it can be valuable regardless of how exact it is.

At the end of the day implementing a simple version of a damage log (mentioned in quotes above) I don't think will be perfect... but I also don't think it needs to be perfect to be useful.
@dW2005: your examples and history are sort of meaningless when it comes to this game...it is FAR MORE detailed, packed, and FASTER than any of those games with a log.

Because it is also a server-side online game, there is no "pause" function so providing a log everytime any player dies would cause an enormous load, slowing down everyone's gameplay (as far as I understand it...could be wrong).

What it really all boils down to: I'm sure there is an excellent reason why GGG could not implement a death log for the entire history of PoE. What we need as a player base is an EXPLANATION from the devs detailing why it won't work. They are the only ones that know why it can't be done.

Saying something is "not hard" is also unproductive: if it wasn't a difficult issue to solve, it would already be part of the game as death logs have been a feature of games like this for decades. There had to have been a reason not to have one, and to ignore the years of people complaining on this forum for a death log.
Last edited by jsuslak313#7615 on Sep 20, 2021, 3:54:06 PM
they already answered that.

I don't remember exactly where, but I think Jonathan said that a death log isn't possible at the moment, because it would put the servers under too much load.

I'm not experienced enough in coding and netcode to say it's true or an excuse.
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Cyzax wrote:
It is in fact not easy...


Some of the most requested things on this forum is

1-auto pick up pet

https://youtu.be/JGJ71BGYhqQ?t=4

2- death log

https://clips.twitch.tv/PerfectCoyNeanderthalResidentSleeper

3- in-game store

https://youtu.be/OXZVofRPhyo?t=7

4- archetypes and skill tree planning

https://clips.twitch.tv/OutstandingSpunkyRaisinHoneyBadger
A fact is a statement that can be supported to be true or false by data or evidence. In contrast, an opinion is a personal expression of a person’s feelings or thoughts that may or may not be based in data.
Last edited by drklrd#6377 on Sep 20, 2021, 10:11:30 PM
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jsuslak313 wrote:
@dW2005: your examples and history are sort of meaningless when it comes to this game...it is FAR MORE detailed, packed, and FASTER than any of those games with a log.


Well, if you have read all of these three and a half words i wrote, it's already done in chinese realm, as it shown a couple posts below yours, hehe (https://clips.twitch.tv/PerfectCoyNeanderthalResidentSleeper).

Also, if you don't possess any deep enough knowledge on poe internals (and i believe the only way to have that is to belong to development or testing team @ggg), your assumption is as meaningless as mine.

"Faster" or not, storing say only the final hit at the particular slice of time where player's hp was reduced to zero should be quite trivial with near zero memory/calculations requirement. Constanly storing a bit more, like last few seconds of damage dealt can be more demanding on that old pentium of a server, but far from impossible, imho.
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
"
Sadaukar wrote:
they already answered that.

I don't remember exactly where, but I think Jonathan said that a death log isn't possible at the moment, because it would put the servers under too much load.

I'm not experienced enough in coding and netcode to say it's true or an excuse.

It makes sense... At the moment, once a hit/effect is created, it is immediately resolved, and the object holding the data is deleted as it has done its duty.
If they had to keep a death log, they'd have to store them for 'a while', and given the amount of hits/effects that happens in for example a ritual, this would not be insignificant. You change some (very) short-lived objects to be long-lived. That's costly!

Then of.c. there is the problem of presenting it in a sensible manner... Theoretically it could just be a command in the chat window, but then it'd by and large never get used. Otherwise they'd have to have a graphical interface after death for it, and that is a lot more development and testing effort.

And all for nothing as it'll not get them one $ more income...
Last edited by Cyzax#3287 on Sep 21, 2021, 3:34:48 AM

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