Fix Raise Spectres disappearing when logging out
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Post on reddit: http://tinyurl.com/l84bd29
I really wish to bring this issue to the dev's attention now that Animate Guardian has been released and works exactly like raise spectre should work. So now, no one can say that the code "isn't there" and that they should concentrate their energies on working on something else, because it's there, Animate Guardian works that way, so it requires only a very simple translation of properties. Currently, either logging out, crashing, being dropped out of servers, stuff like that, all cause you to lose your current summoned spectres. And while some spectres are easy to get, some are quite hard and/or rely on RNG to get (such as Flame Sentinels) Can we have a dev post on this please? Or at least some way to know that it's being worked on? It's a very simple fix really, and summoner gameplay would really improve with just that. edit: shortened URL, popped a scrollbar IGN: TimeForSpectralThrow / iLikeShockNova Last edited by Daxtreme#7537 on Nov 11, 2013, 11:00:42 PM
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"This is not correct. Raise spectre would need an entirely new system, because it stores completely different information. We already store items between sessions (in inventories) and Animate Guardian can piggyback on that because items are what it needs to store. It also relies on the fact you can only ever have one guardian. That same code cannot be used for spectres. "It really isn't. It's something we'd like to be able to do eventually. But saying that because one minion can store information we already store by using the existing system means that we already can, or could simply add, storing of completely different information (multiple times over), of a type of which we currently have no system for storing, is incorrect. Last edited by Mark_GGG#0000 on Nov 11, 2013, 11:15:45 PM
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Now I'm not a computer science major or anything, but why would it be difficult to set up a "system" that tells your system to store one line of coding designating the monster you have as a spectre?
I (and many other people) understand and appreciate the effort it takes to build up this game and then to talk to us ingrates on a daily basis, but I really don't understand how an operation like this would be deemed complicated. Last edited by elitedesolator#6827 on Nov 11, 2013, 11:16:57 PM
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Also in terms of the piggyback issue isn't there already a system that you can potentially draw information from?
The session itself? Obviously the system is already set up such that you keep spectres between different maps and levels. You can already carry your spectres from 1 act to another, 1 difficulty to another, 1 level to another. Why would it then be a monumental task to save that information between disconnects? |
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" "there is no spoone" - The Matricks
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" Hey man thanks for this information-filled reply that explained with detail why I'm wrong. That's why I love these forums. |
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Thank you very much for the timely response, much appreciated Mark.
" I might be missing something here, but storing the specific spectre in question seems really over-complicating the system here. :) I understand that animate weapon works that way because of which items were used in making it, but a Flame Sentinel for example... is simply a Flame Sentinel! No items were consumed in making it, it's just another Flame Sentinel really. Maybe just associate a "global" variable or affect to an account which tells the game which type of spectre was last raised? Pretty much the same way it knows what level you are, what passives you have, etc, except that now there would also be a line "which spectres were raised last". :`) When you log in, it re-summons a fresh Flame Sentinel, something like that. However, in no way would I be able to code such a game as is Path of Exile so I wouldn't know what kind of coding you have. It just seems very simple to me, as a concept, and with the few coding knowledge I have, that is all. What I do know, though, is that it would make summoner gameplay tremendously better. I have 2 friends on my friends list who are waiting for this to get fixed, until then they don't want to try summoner because of that very problem. IGN: TimeForSpectralThrow / iLikeShockNova
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" There is a reason Computer Science is a 4 year (sometimes 5 year) program. Scaling down, even considering a self-taught programmer, attempting to explain this in one post would be an arduous task. If someone did take on that task, it is still unlikely someone not previously exposed to programming would understand the details. The summary is: it's not nearly as simple as your post implies you think it is. If that answer is not good enough for you, I suggest you start learning programming or enroll in a Computer Science program in your local university. Last edited by Drumheller#5380 on Nov 11, 2013, 11:46:26 PM
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" Thanks for another troll answer. Interesting how I headhunt programmers for a living and not once have they pulled this sort of reply on me. |
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" I work with recruiters all day trying to find good developers. Most recruiters are sales people. They might be good at sales, but they have no idea how to separate a good developer from a BSer. Here's a simple answer that may or may not be true, as I don't have access to the PoE source code. There is already a code base of classes and libraries to support items, their attributes and how they are stored in the database. Storing a guardian might be as simple as a collection of items with a few extra attributes. A spectre derives from a monster, but behaves on the player's behalf and has some different attributes depending on how it was cast. It may be sufficiently different that it cannot be stored using the same classes as libraries as monster support code. That's a wild guess and probably horribly wrong. |
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