[April 12] Initial Development Manifesto Feedback
" Endurance charges just need to be changed for people to stop whining. Each end charge should act like a "ward" 5% res/phys reduction per charge as usual. But only up to an amount of damage is taken. Also i agree that end cry should always give 1 charge or X charges for amount of enemies -1. For example: i cast end cry, i gain 3* charges lets say. They ward me for 15% res/phys dmg but if i take more than X dmg, they fade. This is similar to molten shell mechanics. This takes away the awful timer, and lets you enter combat prepared in evil situations. The removal of the molten timer would also be a good suggestion, or at least double that timer. |
![]() |
I think that POE could become a masterpiece avero only if we introduce two variants:
1) Do not repeat the same acts three times with different difficulties, but enter the three existing six other acts involving (story, graphics, boss). So cresita and find objects (which is the real reason to game POE) would be combined with a deep stroria. 2) Should there be after the first six levels in the game as a one-time reward (in the form of golden book for example) the ability to reset the whole tree growth skill. As occurred in the passage recently. This is to prevent throwing of hours and hours of play but aquel point of life as I do it all the way already. Here introducing these two changes (the latter is only one choice fattibilissima) Alfmax (professional beta testers) |
![]() |
I think the solution to desync is simple. Call me crazy but I don't see why it's so difficult to make the monsters more significant rather than large pack sizes. Make them tougher, faster stronger and dealing out good damage. Similar to the fire rock monsters and what not. Make mobs smaller but monsters tougher with better drop rates.
Games that implemented this were dark souls and demon souls and it was great to be honest. I was never more scared of in game monsters than in those games. I'm not sayin GGG shouldn't add their own flavor and keep it their style but i'd like to see something like this. Thank you |
![]() |
Some comments on desync. I usually play solo with a cyclone-marauder build. I usually die for desync issue, and it is very frustrating expecially for the 15% penalty on xp.
I just want to point out that when playing solo, the game could be made entirely deterministic. The random events could be calculated using an initial (or one every X seconds, with a little buffer) hash-seed, which the server can send to the client to avoid cheat. The gameplay is therefore uniquely determined by the order and timing of commands sent by the player to the server (and to the local client). To furtherly discourage cheating, for some not time-critical events (i.e. effects of orbs on items, kind of items dropped, etc..) a response from server can be explicitly be required. This would solve any desync/cheat issue when playing solo. Roma timezone (Italy)
|
![]() |
My fav build now desyncs after just 10 kills, it makes it impossible for me to level at all, i just die after those 10 kills, i don't see myself playing the game any longer until this is fixed.
And easy solutions have been mentioned already, make solo instances run on the client, and have the server confirm the actions after something happened. |
![]() |
" Do what d3 did get rid of mf and implement a system at merc diff the longer you stay alive the more mf and iiq you get. this would only work for solo play. Having the low lvl uniques drop like candy is doing no one any good so can you guys make a vendor recipe for a regal or something decent. Last edited by pathofwarcraft#6358 on Jun 4, 2013, 7:20:23 PM
|
![]() |
MOAR POSTS
Akumos/Xenoith/Toccata.
|
![]() |
The way i see it, with the system you've built, you/someone will always have a problem with desync one way or another. Or your players will be rubber-banding all over to correct the issue.
Using your action RPG example, Vindictus uses peer 2 peer hosting for these small group instances, to combat these problems you have which would be game-breaking for a game like that. It works mostly well, until someone joins an EU server from America or somewhere else, who shares his latency with the rest of the group. I also think Torchlight works this way, being run as some sort of listen server for solo play(and p2p for group). Because it doesn't have the inherent desync issues your system seems to. Although they do have the ability to run VAC protection from steam servers which would protect your game from client side modification. |
![]() |
"We note that one advantage of running maps as a party is that each player only needs to contribute 1/6 of the currency required to roll the mods they want."
And, Chris ? Any ideas to change this ? Maybe quantity increase (incl. maps) for solo players in maps ? I love the map system and how it works -it's genius, but in solo game I would burn my hole currencies playing maps upwards level 70 :( The result is, that solo gamers can't play the same content as parties. ign: CATERNIA Last edited by Armageddon82#1747 on Jun 10, 2013, 6:50:53 AM
|
![]() |
Hey, I've got a new example for why desync means incompetent netcode.
Marvel Heroes has launched. Online ARPG. Huge packs of enemies. Ability to move out of the way of attacks even after the animation has started. (Responsiveness, the GGG devs mantra) Zones with many players fighting big groups of mobs. No desync. Conclusion? GGG has no clue what they're doing as far as netcode is concerned. Which is a pity, because I like the darn game. Oh, and no, it's not my internet, since I'm rock solid in Marvel Heroes, Planetside 2, WoW, EVE, GW 2, WoT, STO, etc. Almost none of which instance everything to the point that every zone is my own private hunting preserve. So if all of those can handle 10, 20, 40 players plus mobs all fighting in one zone all at once, why can't PoE handle me vs. 10 mobs without desyncing? Flame away, I don't care unless you can actually prove why PoE must desync to work properly when no other online game I know of has to. |
![]() |