Path Of Exile should straigh up copy scroll of escape from D4 HC

Personally (selfishly), having never EVER played HC nor ever EVER wanted to play HC....

Isn't it basically in the description that when you play a game like PoE or D4, lag happens? And yet as a player you still CHOOSE to play HC (when you don't have to). So it really shouldn't matter if your death comes from a game-side issue, or a player-side issue. You opted into the challenge KNOWING game-side issues are a thing.

It seems so counter to the entire point of HC to have ANY item/way to escape death if death is imminent. How can it still be called HC at that point? It's just SC with an extra item....


I can sympathize its frustrating to die to a lagspike or disconnect, rather than an actual skill-based death....but it IS something completely foreseeable and ignored by the player choosing to interact with HC. You CHOSE to interact with the frustrations of HC, controlled by you or otherwise. It is basically the exact reason I choose NEVER to play HC...
Last edited by jsuslak313#7615 on Jun 21, 2023, 2:51:05 PM
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jsuslak313 wrote:
Personally (selfishly), having never EVER played HC nor ever EVER wanted to play HC....

Isn't it basically in the description that when you play a game like PoE or D4, lag happens? And yet as a player you still CHOOSE to play HC (when you don't have to). So it really shouldn't matter if your death comes from a game-side issue, or a player-side issue. You opted into the challenge KNOWING game-side issues are a thing.

It seems so counter to the entire point of HC to have ANY item/way to escape death if death is imminent. How can it still be called HC at that point? It's just SC with an extra item....


I can sympathize its frustrating to die to a lagspike or disconnect, rather than an actual skill-based death....but it IS something completely foreseeable and ignored by the player choosing to interact with HC. You CHOSE to interact with the frustrations of HC, controlled by you or otherwise. It is basically the exact reason I choose NEVER to play HC...


In theory it work like that, in practice people just quit when they die to DC enough time.
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SonOf7Less wrote:
You are right, i m going to add it.


Does one need to open the inventory and click on it to use it ?

Or is there a keybind to be able to use it almost instantly in a scary situation ?


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jsuslak313 wrote:
I can sympathize its frustrating to die to a lagspike or disconnect, rather than an actual skill-based death....but it IS something completely foreseeable and ignored by the player choosing to interact with HC. You CHOSE to interact with the frustrations of HC, controlled by you or otherwise. It is basically the exact reason I choose NEVER to play HC...


How ? It isn't, it never is unless you have a terrible connection (which means that you cannot realistically play HC pretty much)

Why do you feel this need to come here and judge other people's playstyle if you have never tried it yourself by the way ? There are quite a few reasons why logging out is part of the PoE gameplay (this is not debatable, it is simply part of the game).

Knowing that technical issues can happen and having the capability to bail out when they happen are very, very different things, but this isn't even the sole reason why being able to log out of the game is a thing.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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AintCare wrote:
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jeerinho wrote:
Yes, it is better. It's essentially a "finite logout macro". Make it account-bound non-tradable too. Watching HC scene is more thrilling when players cannot spam logout macro endlessly.

Disconnects do happen as evident when 70-80 percent of HC deaths in D4 are caused by disconnects and bugs, prior to the introduction of the Scroll of Escape. Even a highly skilled HC ARPG player like imexile died to endless degen bug. It is unfair to outright deny logout macros but we can limit them.

It should be a rare drop. Perhaps players can gain an additional use for every disconnects while a rare or unique enemy is nearby, but this is only if the game client has the tech to detect such scenarios. They should also limit the gain to one per 12 hours to avoid exploits. If the disconnect was caused by a known server-wide crash, then the 12-hour quota can be exempted. The rarity of the drop should also increase as the player gains more copies of it to avoid hoarding, or simply have ceiling.


this sounds too straight forward... instead add a div card that grants an incubator that drops the scroll after x number of DCes


Don't forget, DC can be faked. AFAIK that's what logout macros do. Hence why it cannot be based on number of DCs, but other ways to grind such as number of monsters killed or timed interval or loot drops to prevent exploit.
You can't make it a drop its part of why this system largely doesn't get used, making it a drop just makes players feel obligated to grind irrelevant content as a punishment for using it previously.

Its not actually that different to just deleting their character, just a smaller penalty but equal in principle (tedium in return for a fuckup)

Really what i've taken away from this discussion is plenty of people want them to improve D/C detection which seems the best route to me.
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Draegnarrr wrote:

Really what i've taken away from this discussion is plenty of people want them to improve D/C detection which seems the best route to me.


Unfortunately you can't really improve the detection because you can abuse it so easily for your own goods in many ways.

You messed up, pull of your Ethernet cable and it's going to look like a connection issue.
Have your tast manager or console open and crash your game on purpose.
Flames and madness. I'm so glad I didn't miss the fun.
^ that isn't any different to now though, you can't play with your ethernet cable better than logout macro which is why improving d/c detection would just benefit those that d/c nobody else.
Eh, all they need to do is implement auto-logout on the server side that instantly kills your session if you appear to disconnect. It can be either a relationship between server and client (client stops sending packets = session termination) or a simple rollback of your character when a disconnect occurs.

Then, once DC deaths are watertightly solved they can ban all that logout macro bullshit that is used to save your character from an obvious misplay.

Also, offline SSF. Idk why this is still not a thing. Players often play this game on the go, when they are in a place with shoddy internet connection. They're out of luck and can't play a singleplayer mode.
Last edited by Esubane#6099 on Jun 22, 2023, 2:31:27 PM
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Esubane wrote:
Eh, all they need to do is implement auto-logout on the server side that instantly kills your session if you appear to disconnect. It can be either a relationship between server and client (client stops sending packets = session termination) or a simple rollback of your character when a disconnect occurs.

Then, once DC deaths are watertightly solved they can ban all that logout macro bullshit that is used to save your character from an obvious misplay.


So ... force disconnect that user whenever there is a little bit of lag ?

Then the game dies, GG.



AGAIN : The game has been designed around the fact that one can escape at any time, it is rooted inside its game design, it isn't just about network issues.

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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AintCare wrote:
have you even waiting 60s+ for your game to continue? Yes the DC detection needs major improvements.

No, I haven't, and I have never heard of anybody who ever did in PoE.

You entirely missed my point here : it is DC detection server side would screw anybody with an unstable connection, it would be like signing a death sentence for the game.

And it does not matter regarding the topic because logging out has always been part of the game design
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.

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