[April 12] Initial Development Manifesto Feedback

About the desync problems:

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Have monsters on the client attack your server location rather than client location to reduce entropy. Maybe compromise on them attacking a mid-way point between the two. The drawback here is that it means they'll appear they are swinging at the air, but they're technically more in sync.


Would that not increase the chance of desync players being killed by monsters that they do not perceive as close enough to kill them?

"

Display blood and elemental effects at the contact point on the client rather than as damage confirmation. This will mean that combat feels more impactful, but we lose the communicated visual information about whether damage was actually dealt. It could be that this is easier to apply to effects from spells because they generally don't have a hit/miss calculation.


With this approach, players will also loose the information whether they are out of sync. One thing that helps me to avoid "death-by-desync" is the fact that I dont see these effects when going through a group of enemies with cyclone (just an example).


"
ruskyandrei wrote:

The desync issue is the only real problem I have with the game at the moment. [...]
Every other issue can be fixed and improved later, but this is critical.


I simply cant agree more.
Last edited by Cacheperl#2981 on Apr 13, 2013, 6:11:41 AM
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ospirit wrote:
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RaGoNXIII wrote:


In my opinion, you are thinking it wrong. Orbs should be used for crafting. If you want to adjust your market, then play with gold. If you remove the gold and merge both mechanics, you have to balance both. Currently, "crafting" isn't an option since you will waste it most of the times. If you make all cost the double of chaos or triple exalts (inflaction), but they drop often, your economy will survive, and the people like me that only want to play the game and forget about economy simulators (we have much better games for this) will be able to progress using all resources that we have.

Maybe you're lucky enough, maybe you play a build that allow u go with full iiq, but for me (and much other people, you and GGG can see it on this forum) this game is totally under rewarding. There is one interesting post here about how this game is becoming more and more diablo 3.

Having 10 rich people with 1000 poor ones won't result in anything good.

im not rich, im gearing up with a full tank set, im not saving orb for market either, im crafter, spent like 35ex+ a bunch of chaos and ton of fusing (just fail when tried 1200+ fusing to 6L my current chest) and im not running any lotto like another ppl trying to 6L their gear. My current orb being only 3gcp, 2chaos, and around 100 fusing nothing more. And i just said ppl usually save their orb instead of crafting... but still feel the game so good and so much reward. You guys just requesting a easy game with easy finish point to reach. And what will ppl do when they reach their point? They will feel bored when undeathable, one hit kill'em all... etc... they still quit soon.


MY.. God... If those numbers aren't rich for you... This show me the huge gap between players that have luck and the ones that haven't. I have 7 chars between level 40 to 70. 1 exalt that I used for trading to get aunt upgrade, 1 divine that I wasted on a Windscream that I use a lot, but it didn't rolled better stats (from 10% to 11‰ resists...), 6 gcp that cannot make a 20% gem even of one of my 7 chars, like 15 regrets (the only orb that I find fair dropped) and like 20-25 chaos, most of them wasted without luck searching for new gear.

If that's not enough, the rares that I find are crap, most of them. I barely can gear up half of my chars with normal gear, not saying good. I won't talk about uniques... Have less than 10 and, well, just 2 are good for me, and don't sell for more than 2 gcp.

I'm trying to sell something at forums, nothing special, all for 1 alch or chaos, and some medium quality gems that I won't use for CCPs, and its impossible.

If this isn't a wall, I don't know what is it. From now, I'm having fun levelling new chars and testing builds, because this game have great things that other games lacks, but this part is frustrating. If with, let's say, 200 hours of gameplay, I'm on this situation, seems that there is something wrong on this game. Obviously, I cannot stack iiq iir because my survival will become 0.

Yes, there are people swimming in exalts, but there are a lot of other people that can't play the game. If you want to read more stories like mine, go this thread http://www.pathofexile.com/forum/view-thread/324054.

Obviously, I understand the progression have to be balanced, but I don't think that most of us lack of intelligence, no one want 10 exalts per day, or having 1 godly gear drop each farm run. We want a system that rewards the player, all of them, equally, and let us craft our gear if we want to use orbs. As you can see, I'm not enabled to do that until I find a kaoms and trade it for a couple of exalts, so the gears can start moving.


Sorry for the wall of text ;)
♠RaGoN♦
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riptid3 wrote:
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Mithsploit wrote:
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artemis42 wrote:
This manifesto worries me deeply. These points are particularly worrying:

1. adding more AoE attacks to monsters in order to challenge groups. This is BAD design. Not only will this exacerbate melee builds' survivability issues (I'll explain why shortly), but it further removes from the player the power to actively avoid damage. I'm reminded of Torchlight 2 which, even solo, has so much magic and shit flying all over the screen that one quickly gives up trying to dodge any of it and instead soaks it all up with potions (boring).

What you need to do is add dangerous attacks that have the potential to hit multiple players (I'm thinking of Piety's lightning ball), but can be actively avoided. You do NOT want to, say, have trash mobs casting Fireballs with a large AoE, or Lightning Strike because 1) melee can get hit by the splash of a spell aimed at a ranged player, 2) the game's difficulty becomes even more married to one's passive defenses, amplifying balance problems and forcing players down the same, most effective path, and 3) higher chance of multiple AoE spells hitting the same player with their splash damage (sure, you can minimize this by spreading out, but what about tight maps such as Spider Lair?), which leads us into a particular case of 2), that of path of life nodes.


Eh? Melee getting hit by the splash targetting a ranged player? That's either (a) too large of a splash or (b) bad player positioning (players clumped, ranged in on melee, etc).

The mechanics of this game heavily encourage and favor player skill, particularly in regards to positioning. For example, as readily evident if you do race parties, watch players who successfully spread out around, say, Brutus, to mitigate his ground slam damage. Try not being a face masher and actually pay attention to your positioning and I'm sure you'll not worry about getting hit with AoEs, even if melee heavy parties. Just because you can stack on top of other players doesn't mean you should.



If I am player A and you're player B and a friend is player C and boss is X


------------------B-----------
---------A--------------------
-------X----------------------
----------------------C-------


You just got me hit with lightning strike if he turns to you and does it.

------------------------------
----------------B-------------
---A--X----C-----------------
------------------------------

I've just aggro'd mobs on the opposite of the boss by making sure you guys don't get me killed. Not to mention, now I'm in RoA targeted on player C.

Now make it so there's 30 mobs with their new aoe abilities on the screen that player A has to worry about. Not only are they trying to kill him, but they could be trying to kill you but hitting him too.



In (1) you can stop being a facemasher and take two steps to your right.

In (2) you have demonstrated several fundamental misunderstandings of how the game works.

And furthermore, if 30 mobs turns out to be a problem for you, maybe fight fewer mobs.
"
Patsboem wrote:
"
Serefkana wrote:


Some guy mentioned giving mobs a reverse Point Blank effect, so that the closer the player is to the mob, the less damage the player takes. That might be the easiest solution. And it might also add some interesting gameplay for Ranged players as well (like Ranged players rushing into Melee range to tank a specific hit, instead of standing still off-screen.)

Maybe removing Resolute Technique altogether and making no attacks miss (Personally I've always hated the concept of 'Accuracy'), and instead leaving the Critical Evasion aspect of Accuracy/Evasion (maybe even double it to compensate for the lack of missing.)



The miss factor is one of the worst things Poe has. Try to start as a Templar as your first char. He needs to hit Hillock with his ice-hammer. Its terrible experience to see half your hits miss at close range... Its everything but 'hardcore'.

I like the idea of reverse point blanc.

+1


What just stop talking. Shadows, maras, templars and duelists have the highest lvl 1 hillock kill times you can't beat one of those classes in races. You can never die too hillock unless you're retarded you can tank him lvl 1 as any class.

A level one templar has 83% hit chance you're missing half your attacks huh? Most rpg's and mmo's have chance to hit mechanics i don't see the problem other than you want to bitch that Poe isn't easy enough for you.
Last edited by Lifendeath#3204 on Apr 13, 2013, 6:38:11 AM
Disclaimer: I haven't read this thread at all yet. I'm sure this would have come up by now, but I wanted to get my point down before I forget it.

Regarding desync and evasion

In the desync post Chris lists some of the ways other games avoid sync problems, one of which is removing to-hit rolls. I don't expect POE to do away with evasion and accuracy at this point (mainly because Chris has unambiguously stated that it won't change in this regard), but I really don't think accuracy is such an important game mechanic for ARPG's, certainly not if it's a contributor to desync problems. It seems to me to be something kept for traditions sake and not because it suits the game.

As far as I can tell, all to-hit mechanics do is modify DPS. More accuracy == more DPS, less accuracy == less DPS. DPS can be modified in many other ways while removing to-hit. An example that comes to mind is TL2's "fumble" system.

I'm also a bit miffed that Chris used the phrase "cheat on certain aspects of the simulation" when referring to the design of other games. None of these games simulate anything. They are not more or less accurate "simulations" because they are not trying to "simulate" the same thing. Other games simply implement different game rules.
"
Chris wrote:
The above changes may sound pretty drastic, but the game is still in Beta and we believe that solving these problems (while some of the eventually solutions may differ from what we've listed here) will be of massive importance in the long run. This document will be updated as often as we can based on our own research, testing and the feedback you provide.


If QQers still qq about OB, and say OB is = to full release, then that's trolling.
POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
"
We received a lot of feedback that users want us to only run events at the ideal time of their personal timezone. This is obviously impossible, so we're planning to run more events at a lot of different times. It won't be practical for any one person to enter all of them.


that sounds like a challenge! (for someone else)
"
RaGoNXIII wrote:
"
ospirit wrote:
"
RaGoNXIII wrote:


In my opinion, you are thinking it wrong. Orbs should be used for crafting. If you want to adjust your market, then play with gold. If you remove the gold and merge both mechanics, you have to balance both. Currently, "crafting" isn't an option since you will waste it most of the times. If you make all cost the double of chaos or triple exalts (inflaction), but they drop often, your economy will survive, and the people like me that only want to play the game and forget about economy simulators (we have much better games for this) will be able to progress using all resources that we have.

Maybe you're lucky enough, maybe you play a build that allow u go with full iiq, but for me (and much other people, you and GGG can see it on this forum) this game is totally under rewarding. There is one interesting post here about how this game is becoming more and more diablo 3.

Having 10 rich people with 1000 poor ones won't result in anything good.

im not rich, im gearing up with a full tank set, im not saving orb for market either, im crafter, spent like 35ex+ a bunch of chaos and ton of fusing (just fail when tried 1200+ fusing to 6L my current chest) and im not running any lotto like another ppl trying to 6L their gear. My current orb being only 3gcp, 2chaos, and around 100 fusing nothing more. And i just said ppl usually save their orb instead of crafting... but still feel the game so good and so much reward. You guys just requesting a easy game with easy finish point to reach. And what will ppl do when they reach their point? They will feel bored when undeathable, one hit kill'em all... etc... they still quit soon.


MY.. God... If those numbers aren't rich for you... This show me the huge gap between players that have luck and the ones that haven't. I have 7 chars between level 40 to 70. 1 exalt that I used for trading to get aunt upgrade, 1 divine that I wasted on a Windscream that I use a lot, but it didn't rolled better stats (from 10% to 11‰ resists...), 6 gcp that cannot make a 20% gem even of one of my 7 chars, like 15 regrets (the only orb that I find fair dropped) and like 20-25 chaos, most of them wasted without luck searching for new gear.

If that's not enough, the rares that I find are crap, most of them. I barely can gear up half of my chars with normal gear, not saying good. I won't talk about uniques... Have less than 10 and, well, just 2 are good for me, and don't sell for more than 2 gcp.

I'm trying to sell something at forums, nothing special, all for 1 alch or chaos, and some medium quality gems that I won't use for CCPs, and its impossible.

If this isn't a wall, I don't know what is it. From now, I'm having fun levelling new chars and testing builds, because this game have great things that other games lacks, but this part is frustrating. If with, let's say, 200 hours of gameplay, I'm on this situation, seems that there is something wrong on this game. Obviously, I cannot stack iiq iir because my survival will become 0.

Yes, there are people swimming in exalts, but there are a lot of other people that can't play the game. If you want to read more stories like mine, go this thread http://www.pathofexile.com/forum/view-thread/324054.

Obviously, I understand the progression have to be balanced, but I don't think that most of us lack of intelligence, no one want 10 exalts per day, or having 1 godly gear drop each farm run. We want a system that rewards the player, all of them, equally, and let us craft our gear if we want to use orbs. As you can see, I'm not enabled to do that until I find a kaoms and trade it for a couple of exalts, so the gears can start moving.


Sorry for the wall of text ;)


Most of the people that are swimming in exalts are the people that have much more playtime than you and are running maps 6+ hours don't expect to find good gear to sell until you are running maps nobody wants shit gear i really don't see the problem it's all incremental i've found every currency except for divines i get currency every instance i walk into. occasionally i find an upgrade and if i need an upgrade i will buy it. Most people like yourself just want top tier endgame stuff when you don't need it and like it or not PoE is not casual friendly and like yourself if you can't handle that there are other arpg's that can cater too your needs.

Crafting is pointless unless you have the max iLVL otherwise you can't get the max number of mods and the highest mod roll.

And i'll add a lot of specs currently are gear hungry play a spec that is not and just farm.
Last edited by Lifendeath#3204 on Apr 13, 2013, 6:54:44 AM
Two birds with one stone : Tweaking On Critical Effect for physical daggers.

Adders Touch: Critical strikes with daggers poison the enemy. I believe through testing this has been proven to be about 10% of the critical strikes damage is a 2 second chaos damage over time?


Why not make Adders touch a keystone that replaces whatever on critical effect you already plan on doing, and give it a better version of a chaos damage dot or maybe even something like adds a bleed like puncture on crit?
Ign:Sinisterdeeds
"
trailslayer wrote:
Two birds with one stone : Tweaking On Critical Effect for physical daggers.

Adders Touch: Critical strikes with daggers poison the enemy. I believe through testing this has been proven to be about 10% of the critical strikes damage is a 2 second chaos damage over time?


Why not make Adders touch a keystone that replaces whatever on critical effect you already plan on doing, and give it a better version of a chaos damage dot or maybe even something like adds a bleed like puncture on crit?


Better idea. Make more notables as notable as Adder's Touch instead of merely 'slightly stronger versions of basic nodes.'
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.

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