[April 12] Initial Development Manifesto Feedback

@BrentFasilo, the reason they don't do what you suggest is because it would make it possible for nefarious players to reverse-engineer the client and create much more powerful and untraceable bots. The game's innards need to be kept as secret as possible (ie. on the server). Surely you must realize the devs would have thought of something like this before?
[quote="Path of Exile forums"]Draft out of sync.[/quote]
Last edited by artemis42#6160 on Apr 15, 2013, 4:19:32 AM
I was expecting some info about upcoming trade system, but not a single word...
Very disappointed.
Bullshit makes the flowers grow
related to desync:

I appreciate the great explanation and I COMPLETELY agree with your thinking on the matter.

However it doesn't solve the problem with players that has had their characters killed by desync and as far as I understand it, the problem won't get solved if you try to resync more often either...

Another thing is that it won't save my character if I die to due to high latency due to my ISP. (not your fault but still the same end-result)

I would suggest that you guys would implement a time limited possibility to do a "character rollback" on my char for example 15 seconds.

In order to make this work it would require a lot of things in terms of development, but I am pretty sure it is easily feasible.

First of all, it is only possible to use a limited amount of times, let's say one or two times
Secondly it would require a network log on the client that would log the network events for the last 15 secs. If the logs fulfills certain requirements (such as high latency) The option should kick in to activate one of the character rollback possibilities.

To develop this wouldn't be easy and the testing is rigorous and some would argue that it would translate HC to SC, but I fail to see where it is hardcore to die if I desync or lag.

Here is the idea... If you feel like it, do something good out of it ;)
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TheAnuhart wrote:

And, mostly, how in the freakin' hell does this 'fuck their core-players'?


Especially, that as in every game "core players" are players which brings income. And bet, which players gives more income, casual or hardcore? hint -> D3 looks like it look because it is made for most "income giving" group - casual players.

So no, no game producer will ever "f***" casual players... because it will not last long.
Anticipation slowly dissipates...
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Pinchyskree wrote:
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.


Who tell you combat would stop? You click on chest, combat still run, but your loot appears ~200-300ms after click.

And... this is exactly the same way as it happens now! Read 'manifesto':)

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artemis42 wrote:
@BrentFasilo, the reason they don't do what you suggest is because it would make it possible for nefarious players to reverse-engineer the client and create much more powerful and untraceable bots. The game's innards need to be kept as secret as possible (ie. on the server). Surely you must realize the devs would have thought of something like this before?


I'm not sure. Now whole mechanic exist inside the client, it is little secret. GGG said the client _predict_ monsters movement, not wait until server sent trajectory.
The server only send us random stuff like damage and chance to hit. But you can't make superfast or invincible bot. Possibilities of cheating are very limited and you will not write better bot for grinding.

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ShinoRagnar wrote:
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)

This buff also my ranger, when shy is swarmed by monsters and we want better tanking for melee character, not for everyone. If so, then game will by easier, but melee still, I think, will be weaker than range char.

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sevenOfDiamonds wrote:
-Make bows have higher dex requirements

Melee player suffer, so everybody should suffer ;-)
crit on physical? % monster armor penetration
IGN: CyganuHipsterDischarge
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obadonke wrote:
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Siasus wrote:
A third alternative is also to rework the design of your entire loot system to allocate loot to each individual players and keep everything separate much like Diablo 3's system, [... speculation about how difficult this is to implement removed...]


This would make the most sense. It's industry standard now and games with this system use the fact to bash PoE for it's FFA system (Marvel Heroes, any one?).

For people who don't want Free-For-all mechanics just take away all the grief by giving people their own loot that other people don't even see.


Industry standard eh?
So you think that everything that is "industry standard" is correct? Bullshit. Everything that is industry standard is boring mainstream shit. PoE is the first hardcore game in years where you have to think, react and make meaningful, lasting decisions to advance. The loot tension is part of it. All you carebears want is this game to become just another D3 because you can't handle competition. And I see it happening already in the minds of the devs with the upcoming patches. It was fun while it lasted...
Last edited by mushioov#0149 on Apr 15, 2013, 8:07:33 AM
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mushioov wrote:
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obadonke wrote:
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Siasus wrote:
A third alternative is also to rework the design of your entire loot system to allocate loot to each individual players and keep everything separate much like Diablo 3's system, [... speculation about how difficult this is to implement removed...]


This would make the most sense. It's industry standard now and games with this system use the fact to bash PoE for it's FFA system (Marvel Heroes, any one?).

For people who don't want Free-For-all mechanics just take away all the grief by giving people their own loot that other people don't even see.


Industry standard eh?
So you think that everything that is "industry standard" is correct? Bullshit. Everything that is industry standard is boring mainstream shit. PoE is the first hardcore game in years where you have to think, react and make meaningful, lasting decisions to advance. The loot tension is part of it. All you carebears want is this game to become just another D3 because you can't handle competition. And I see it happening already in the minds of the devs with the upcoming patches. It was fun while it lasted...
strong elitist attitude. Having loot options has nothing to do with any part of your rambling elitist post. Please provide a example where joining a party with loot allocation would somehow dumb down the fact you have to think, react and make meaningful lasting decisions.
Guys couple of ideas...
Me and mates play in a party yet we always end up having bicker whos item is it once it goes highlighted for all.....
We really like the NAME ON THE ITEM IDEA .... i think extending the timer a little git more and putting a name would be a great great idea... Bit of ninja is all good in PUBS..

Also just a little idea maybe we could get another ORB for getting rid of stats that are unwanted on the item.

Lets say:

we have i73 White
i alt it 80 times to get the stats i want then i regal it .. finally i go broke and exalt it... but it comes up with a shitty stat.... give us an orb to de-exalt that last stat... we talked about it with the team and think it would be a GREAT idea... make it quite rare so you can not abuse it but give us an option of opting out.. just like the regret for skills...
tell you what its way more costly (time/resource) to make a good item than to make a build.
Crit on melle?????? Make them bleed for 200% dmg over 2 secs!
And yeah Thanks for a great game...
You make Aotearoa proud!

Kia Kaha!
Last edited by Zhivag0#0067 on Apr 15, 2013, 8:28:44 AM
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Beregondz wrote:
Nothing regarding accuracy?
At the moment most endgame pure melee builds are ignoring this stat because Resolute Technique feels too mandatory to skip and even stacking this stat with passives/equip/support gems requires huge investment (over 3k accuracy for a mere level 60, I can't even imagine how much effort takes for an 80+ ); still, due to 95% cap hit is not guaranteed leaving the character exposed to the constant risk of missing a blow in a dire situation reducing life gain over time from life leech/life on hit, especially for a 2h and build based on slow hitting skills.
Considering the fact that casters don't bother about miss this is another huge disparity that penalizes melee (choice between no crit or consistent waste of gear stats/passive points/support gems)
There are many ways to address this, for example removing accuracy from the game or allowing characters to reach a solid 100% acc without much effort (considering the fact that on a melee a good part of passives/item stats are inevitably used to further increase defenses, resources that a ranged can invest elsewhere to personalize and tweak the build) but those are definitely not the only ones.


From D3 experience I can tell that this was an issue at start:
Everyone played Demon hunter (ranged class). But then suddenly as time passes the Demon hunter started to be less and less played class. Since when you build you melee character good then you don't have to worry about many things while playing ranged character means kiting and constant kiting.

I see is only as fair thing that until you hit your end-game and stabilize your gear, you are suffering from being melee. As once you reach that survive ability you will suffer no more and rangers will still kite.

Seen both sides - as played only demon hunter in D3 - from introduction of game till paragon lvl 96 where I chose to play PoE instead!
MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!

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