[April 12] Initial Development Manifesto Feedback

The problem with phys crits, is mainly how dangerous building a phys crit build is due to reflect. If they can't stop the dmg thru armour, we pretty much can't either. Even after the reduction.

All in all, a fantastic read. Thank you for putting this together.
While I appreciate the increased number of planned races scheduled, it's not an ideal solution for the casual player. (I wasn't able to take part in ANY races in the first season)

Any reason why every account can't just be allotted a certain number of races each week that we can then participate in whenever we want? I realize this would allow people with multiple account to participate in each race more than once, but so what? I'd much rather everyone have a chance to compete, even if some people decide to do it more than once.
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ketero wrote:
This one just made to the bibliography of my thesis -it's precisely about synchronizing online multiplayer games :P

I think any kind of entropy or threshold based calculations could benefit of knowing the lag the player has. I mean, the point of firing a sync shouldn't probably be the same for someone having 50ms average ping than someone having 250. That is, with a dynamic "sync barrier" you can give room to the 250 dudes -so the game doesn't feel choppy for them- while not having to wait a lot for the <50 ones.

By the way that would involve the server tracking/calculating and saving last known pings for every player...


rather than tracking they could add an option to set average ping(wow has something similar right?) rather that getting the servers to constantly check and update.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
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SL4Y3R wrote:
All in all, a fantastic read. Thank you for putting this together.


I completely agree!

Thx Chris (and GGG) for putting this together. Can't wait to see what comes next. :)
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we will make sure that melee builds can be built to be powerful enough to compete.

Great news.
I'm using melee and close combat and I'm dying really quickly while fighting with bosses. As if I would not have any armor at all.
Changes aren't drastic enough I say! But at least they're headed in the right direction.
Thanks for the post.
Reading this I see my fears confirmed. I honestly doubt, Desync will ever get much better in PoE.

The difference why D3 has less serious Desync-Problems is that they do "Various speed/collision concessions" as you said.
But the difference between Blizzard and GGG company-wise is that Blizzard has the money to protect their client fairly well with Warden and other security measures, while GGG doesn't. That is why Battle.net can trust the D3 client up to a certain point with decisions of minor importance - but everyone modifying the client in the slightest way will be banned -> aggressive ban policy is required for this one.
But with not having any measures to protect the client, you have to rely fully on the server. This is what GGG currently does. And the big drawback of this are massive "Desyncs".

In my (fairly technical) opinion the only thing GGG can do is: Improve resync routines/do more refreshes (which will result in rubber banding on high latency, but it's still better).

Also (just in case GGG reads this) you should make the refresh/resync rate dependand to the specific players' average latency and let the server daemon change this dynamically, to get the best possible compromise between desyncs and rubber banding and thus the best result overall. Because, especially for low latency players, the results could be much better than they are at the moment. It's the art of fine tuning that is now needed. Make an algorithm and let the code do the work.
For high latency players I doubt you can do anything big though (besides the things your mentioned, but I don't think they will help the high lat guys much + the drawbacks).

Still Big Thanks for your continued work and the great game! :) Enjoying it, even with Desnycs. ;)
Last edited by Caladaris#2965 on Apr 12, 2013, 10:15:47 AM
Please. Are we going to see any crafting and RNG changes?
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While we're very pleased with the pacing of item drops in the early game, once you're playing in parties with lots of Increased Quality mods (or Map content with large item bonuses), way too many white items litter the ground. This is bad for many reasons - readability, item dilution, performance, control, etc. A big part of this is that there's a big bonus to item quantity when you're in a party. We are currently experimenting with turning some of this bonus into Item Rarity, so that the same number of Magic, Rare and Unique items are the same, but with less white items. Yes, we would manually compensate so that Currency items, Gems and Maps drop at the same rates without being hit by the change.


hm i was about to type up a complaint about this, mainly focusing on how it would increase the value of white items, but then i realized it would also increase the value of scouring orbs which would in turn increase the price of alchs and chaos orbs - something that really needs to happen in the current state of the game

so i'm ok with this
please increase rarity for solo play just a tiny bit, its really annoying killing really hard rare mobs and getting 3 whites
R.I.P. my beloved P.o.E.

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