[April 12] Initial Development Manifesto Feedback

In regards to melee, I really think if you make Armour a more useful stat against hard hitting mobs this would help.
Last edited by dota103#3956 on Apr 14, 2013, 10:04:23 PM
@BrentFasilo, You have 'stolen' my idea;-) Now I won't get my billion exatltet from GGG:)

Your base idea is great. Trust & Control. Server receive my mouse/keyboard click (with game time stamps) and _recreate_ events.

Some comments:
Evasion, damage, chance to hit etc. client/server should computed from deterministic pseudo-random sequence(the same on the server and the client). But client can't known "drop". Cheating client can look at sequence and decided whether or not kill monster or _open chest_ now or shot in the air and get better item. Loot should by drawn by server and send when needed.

In single player it work. No desync, very limited possibility of cheating (I can imagine client with pick order of attack and maximize damage, but... come on!:))

Bigger problem is in multiplayer. Whatever we do, my teammates will by delayed (hmm, retarded?) on my client. But not on the server! Dsync exist, but what can happend? Monster kill me, while on server someone kills monster. Then I shouldn't die until server tell me so.

Monster could shot at two different target on the server and one of the clients. Once again server send me "what really happend" and my client correct it.
Monsters can also have inertia in targeting. They decide 100-200ms earlier, who want to hit, this information will be sent to clients. They revive it 100ms before (great, client known who to hit)- 200 afret (it is still earlier) monster hit. Time between animation start and hit also is helping us.


@melee: All melee weapon can have (bigger, if they already have) blocking chance. Maybe 'soft blocking', bigger chance, but with only reduce damage.


Have you guys looked at encryption of movement data packets on the client side, then decrypting them on the server side. I know that it's expensive. Maybe doing all the physics checks client side and then broadcasting them out could work. Especially with movement based abilities. I know it opens doors to hackers, but there's always room for network security coders!
10001110101
Why would anyone enjoy watching the combat stop every time something valuable drops and every self centred person crowd around it like flies on shit hoping the assigned person doesn't show up? Stupid.
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johnnysd wrote:
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mushioov wrote:
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To start with, I should note that we are currently planning to add several modes for Loot Allocation in parties: Full Free-for-all, something close to the current system, and a mode with longer allocation duration for people who don't want to deal with item tension. This decision was very hard to make because all of our developers are ninja-looters and love extreme item tension, but after talking with a lot of players, we realised that many people would have a lot more fun if we offered these options.


And they fucking caved in. Fuck you casuals and your fucking casual demands.
Apparently it's only a matter of fucking time before this game becomes just another D3. I didn't want to believe it. Fuck! And apparently when there's enough of shitty noobs whining on the forum GGG decides to fuck their core-players and do what the "majority" wants. Fuck this shit. Yes I fucking mad bro.


Wow, it already IS Diablo 3 with it's completely broken "economy" destroying the enjoyment of actually finding good items, in favor of the elitist MMO crowd. Maybe that's what GGG wants, but right now POE is shockingly similar to D3 in that it is an endless grinding slog, that forces you to use in game currency to get good items. Which fucking sucks for the vast majority.

Hello?!? In most MMOs you can find items by yourself, instead of reliance on RNG like here. I'd say it's the elitist ARPG crowd that drives the game to be unrewarding. These days, whatever fault there is in a game, OMG, it's the MMOs at fault.

Lol at the caving in comment :))
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Last edited by Undon3#5633 on Apr 15, 2013, 2:05:22 AM
I managed to get to page 21 and hadn't seen this yet.

My major concern when I read about the floated idea regarding a new "crit effect" similar to elemental status effects for physical (a guaranteed stun was used as an example)is that this will actually NEGATIVELY effect melee survivability.

"Negatively?" you are probably thinking; yes, negatively. Why? Well, because, as far as I can tell, mobs generally use the same mechanics as players. Which means that mobs that are largely owning melee characters only, which do mostly physical damage, now have a NEW trick to make melee's life even harder. Now, in the example of the stun, sure, you can negate it with the keystone (assuming that's the effect that makes it in game); however, that just does the whole "making a keystone (even more)necessary" for melee thing they were trying to avoid in the first place.

Overall though, I am impressed with how "in-touch" GGG clearly is with their game; although I am usually not too fond of free-to-play games, GGG seems to really be raising the bar in terms of both quality and not ripping people off.
I was surprised that on the physical-elemental disparity, nothing was said about damage conversion. It seems like no matter how good your physical damage is, it would be better to use a skill or item that converts some to elemental damage and double-dip on damage bonuses to elemental damage as well.

With weapon elemental damage in particular, it seems like specializing is never going to be as good or as interesting an option as just slapping as much mixed elemental damage as possible. It'd add an additional layer of build distinction if there were strong reasons and ways to pick one damage type over all the damage types.
A simple suggestion to balance melee phys vs. bow phys:
-Make bows have higher dex requirements
-More/better phys life-leech nodes in the Duelist-Marauder-Templar area.

This has two implications:
-Making end-game viable bow-rauders would (should) take GOOD gear and not be a trivial exercise as is the current state of the game).
-It should be possible to get enough phys life-leech from nodes to save the LL gem (free link).

With the higher dex requirements of bows it would be very hard to build bow-rauders taking advantage of this and thus would primarily buff phys melee.
[Standard league - UTC +2]
Great reading, it seams like youve identified all existing problems and are looking to solve them. I really appreciate that you want to "buff" rather than "nerf", this is in my oppinion much better for this kind of game. A "hardcore" experience like this is not about a 100% balance between builds (MMO-style) but rather about players feeling like their characters are powerful with different builds.


Also my idea for a melee buff: Increase armor by 50% in melee range and maximum block rate in melee to 95% (melee range meaning monsters that deal melee damage)
Last edited by ShinoRagnar#2746 on Apr 15, 2013, 3:09:09 AM
"
mushioov wrote:
"
To start with, I should note that we are currently planning to add several modes for Loot Allocation in parties: Full Free-for-all, something close to the current system, and a mode with longer allocation duration for people who don't want to deal with item tension. This decision was very hard to make because all of our developers are ninja-looters and love extreme item tension, but after talking with a lot of players, we realised that many people would have a lot more fun if we offered these options.


And they fucking caved in. Fuck you casuals and your fucking casual demands.
Apparently it's only a matter of fucking time before this game becomes just another D3. I didn't want to believe it. Fuck! And apparently when there's enough of shitty noobs whining on the forum GGG decides to fuck their core-players and do what the "majority" wants. Fuck this shit. Yes I fucking mad bro.


What is it you don't understand about the words several and modes?

several
sev·er·al [sev-er-uhl, sev-ruhl]
adjective
1. being more than two but fewer than many in number or kind: several ways of doing it.

modes
mode [mohd]
noun
1. a manner of acting or doing; method; way: modern modes of transportation.
2. a particular type or form of something

We can take the two words together and come up with 'MORE THAN 2 OPTIONS'

Chris even went on to mention that full FFA will be an option.

What is it you don't like about options?
What links the term casual with not wanting loot tension?
And, mostly, how in the freakin' hell does this 'fuck their core-players'?
Casually casual.

Last edited by TheAnuhart#4741 on Apr 15, 2013, 4:12:31 AM

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