[April 12] Initial Development Manifesto Feedback

Please GGG team focus on the desync issue it is the biggest problem in PoE now..Please don't let ppl just leave please...:(!
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hfxRos wrote:
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Vinizito wrote:
I think Marvel game uses client side for everything, wich is easy to make a program (hack) to change these values.
For example, I could debug the client and discover where my client sends to the server what damage I did to an enemy and inteast of sending the real damage (calculated by skill power, my equips and etc..) I could send a fixed value such as "99999999999", wich would 1 hit KO everything.


Given how fast people jump on cheats/exploits, if this was the case, we'd be seeing a lot of it. But I haven't heard of this happening at all, and when my internet is acting up, I absolutely saw some lag/rubberbanding on Marvel, so it can't be all client side.

Path of Exile is a great game, but it does suffer from the worst desync/rubberbanding that I've ever seen in a high production value game, and I've played a lot of them.


Marvel heroes = big company with tons of devs
PoE = 18 ppl at all =)
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fockilo93 wrote:
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hfxRos wrote:
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Vinizito wrote:
I think Marvel game uses client side for everything, wich is easy to make a program (hack) to change these values.
For example, I could debug the client and discover where my client sends to the server what damage I did to an enemy and inteast of sending the real damage (calculated by skill power, my equips and etc..) I could send a fixed value such as "99999999999", wich would 1 hit KO everything.


Given how fast people jump on cheats/exploits, if this was the case, we'd be seeing a lot of it. But I haven't heard of this happening at all, and when my internet is acting up, I absolutely saw some lag/rubberbanding on Marvel, so it can't be all client side.

Path of Exile is a great game, but it does suffer from the worst desync/rubberbanding that I've ever seen in a high production value game, and I've played a lot of them.


Marvel heroes = big company with tons of devs
PoE = 18 ppl at all =)


And marvel heroes = 2 years life time just like any other super-hero/star wars games. These never last. D2 is still running after more than 10 years. POE might very well be running for many years too.
Map drop for solo play needs to be improved.

Let's do a quick comparison :

1. Solo player farm 6 maps. He has the drop rate of 1 player which means in my case roughly 5 maps are dropped by monsters out of these 6 maps. Since I used 6 maps to get 5 in return, my balance is at -1.

2. Party of let's say 5 players. Not sure how the item quantity scale with players but let's say 5 players gives about 3x more loot per maps. After 6 maps they get around 15 maps (i have the feeling it'd be even more than that). They used 6 maps and gained 15 which means their map balance is at +9 for the party as a whole.

The thing is, they get more maps from increased quantity scaled to the number of player but they still only have to spend 1 map per run (which feeds the 5 players), leaving tons of spare maps to sell/use.

It's not just that, since their party as a whole get 3x the amount of maps in roughly the same game-time, chances are they'll get higher lvl maps, which they will in turn run with the whole party which in turn gives better odds than a solo player to get even higher maps. After 1 lvl 66 map chance are they'll already have found a lvl 68 map while the solo player most likely will have found anothter lvl 66 map... or no map at all.

As many others have said, solo players really rarely gets to enjoy high lvl maps.

I only play solo and usually always craft my maps to at least 30% increased item quantity using orbs of alteration. After probably 300ish maps (about 4 months of gaming, not super hardcore but thats still quite a lot of maps), my highest map was one lvl 72 map. And in order for me not to run out of maps, i do a Piety or Catacomb run every 3-4 maps else i run out. I never sold maps, always used them.

Then we see some peoples with like 40+ spare lvl 70+ maps for sale... What the hell is this? Obviously these guys are running with a party and that gives so much more wealth just with the maps drop alone considering lvl 70+ maps can be sold for a good amount of currency.

Please fix this so we solo players can enjoy the harder content of the game because running lvl 66 and 67 maps 90% of the time is getting extremely boring.
Last edited by Krayken#1299 on Jun 21, 2013, 8:31:11 PM
One quick idea about item allocation.
You could add some sort of indication that item is allocated to player, except just making it visible, because when someone have turned on to always see loot, allocated items are practically invisible.
Something as simple as putting '>' before item name for duration of allocation or underscore (maybe like that bar that was visible when players names were visible under allocated item) visible to player that item is allocated to would do the trick. Or something else that is simple but makes those items stands out a bit among all those other items lying on ground.
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Krayken wrote:


The thing is, they get more maps from increased quantity scaled to the number of player but they still only have to spend 1 map per run (which feeds the 5 players), leaving tons of spare maps to sell/use.


Only the quantity on the map itself affects map drops.

Regardless, solo play is utterly broken in the current map system due to the wealth requirements alone, not even counting the gigantic reduction in risk and the substantial increase in clear speed.

However, right now GGG is relying on maps as an integral currency sink in how fast they feel gear quality should progress, something which is maybe more important to them than anything else in the game (witness the Eternal Orb droprate).

A solo player should be able to level at least 75% the efficiency of a group, INCLUDING time spent farming currency and selling items etc etc. Otherwise in my eyes the system fails. But to achieve this result would require a massive rework of the map system, and I havn't seen any good/workable proposals that would also keep maps as a huge currency sink.
Last edited by aimlessgun#1443 on Jun 24, 2013, 1:20:41 AM
I'm not sure if anyone has suggested this, yet, but why not go with a "trust but verify" method of calculating player actions. Allow the client to do as it pleases and compare it to the server's calculations periodically to check for hacking behavior like unreasonable movements. To avoid hacks that ensure every attack is a hit or a crit, create a queue server-side for what your next 100 attacks will be.
open pvp area, accessible by all levels, ability to go hostile at will

plz plz plz

these arenas feel like D3

all I am doing is trading waiting for proper pvp to come out where i can duel people which is what D3 was like for me, trading the AH waiting for pvp
Hi, i'm not even sure this is the right place for a suggestion, but what the hell.
I thought, how about adding a support gem, that combines skills in rapid series. For example
a shield charge that ends in a frost nova. Food for thought?
nothing forward about this? are u serious?
this is ur main problem dude!!
how long u will understand about this?
I hate fucking died with desync!!

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