Monetization method of PoE will it work?

I like the fact that the game is essentially free so anyone can try it for as long as they want. That gets a lot of new players in.

If you want to play for real you're pretty much required to buy stashes so that's 20 bucks for that. Game's awesome so that's a good deal imo. D3 is much more expensive and sucks in comparison.

Anything else you buy is just a bonus. Personally, I'd like to support GGG by buying a nice weapon glow but apparently all weapon FX look like poop on 2H maces so I'm a bit hesitant.

Help me pick a weapon effect here pls:
http://www.pathofexile.com/forum/view-thread/735825
Shop closed until further notice. Check out my Dominus musical tribute instead:
https://soundcloud.com/hackproducer0815/dominus
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gilrad wrote:
This game only really communicates with the server on inventory changes and occasionally when things are really out of sync (such as, after the client registers five hits on an enemy that the server doesn't).


This is downright wrong. The client is in constant communication with the server, far more often than any other ARPG/MMO I have played. You can verify this by listening to the data stream, but more simply, when you get disconnected, most online games take several seconds (or longer) to realize that you are gone. PoE logs you out near instantaneously.

Desync has nothing to do with the server not communicating with the client.
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Mivo wrote:
This is downright wrong. The client is in constant communication with the server, far more often than any other ARPG/MMO I have played. You can verify this by listening to the data stream, but more simply, when you get disconnected, most online games take several seconds (or longer) to realize that you are gone. PoE logs you out near instantaneously.

Desync has nothing to do with the server not communicating with the client.


You must not have played very many MMOs then, in this very thread I listed an MMO that communicates with the server every 250ms (or more) with no netcode problems at all. Also your assertion that POE logs you out instantaneously on a disconnect is, to use your terminology, "downright wrong". Why do you think all the hardcore players set macros to log out instead of simply hitting alt+f4? Logging out sends information to the server to terminate the game, while disconnecting leaves you vulerable for around 5 seconds before the server realizes there's nobody home.

But since you listed something you can verify yourself, let me add something you can verify yourself. Play as a ranged character with minions in an indoor area and shift-attack every enemy you see. Before long you'll run into a situation where you fire at an enemy for around five seconds before it resyncs to it's server-side location behind a wall or in another room. Now riddle me this: if the client and server communicate so much, wouldn't they resync the moment the client registered a hit the server didn't?
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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gilrad wrote:
But since you listed something you can verify yourself, let me add something you can verify yourself. Play as a ranged character with minions in an indoor area and shift-attack every enemy you see. Before long you'll run into a situation where you fire at an enemy for around five seconds before it resyncs to it's server-side location behind a wall or in another room. Now riddle me this: if the client and server communicate so much, wouldn't they resync the moment the client registered a hit the server didn't?

My reply already answered your example:

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ignarsoll wrote:
Actually server always returns but not with detailed state of the combat (this saves bandwith as you suggest) I.e. if you hit a monster on client's screen if it is not a valid hit on server, monster's HP doesn't drop on your client's screen. (Two-way talk as it's finest)

Also the example you gave is backwards in truth. If you get hit by a monster where that hit doesn't happen on clients screen, then a resync happens. Client doesn't care that much if your hits miss as it's harmless but in other case resync prevents a possible death.

You mentioned another game which doesn't have netcode problem etc. I don't want to sound offensive but you seem like you don't really know how server-client communication works for Path of Exile. I suggest reading the relevant quote from Chris which which can be found here.
No longer a forum dweller, please use PM for contact purposes.
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gilrad wrote:
You must not have played very many MMOs then, in this very thread I listed an MMO that communicates with the server every 250ms (or more) with no netcode problems at all.


Your posts don't make much sense, and I feel that you throw around terms without understanding them.

Latency, like 250ms, is simply the time it takes a data package to travel to the server and back. It has nothing to do with the client "occasionally communicating with the server", as you claimed. The PoE client communicates with the server constantly (that is, in extremely short period intervals; shorter intervals than most MMOs I have played, and yes, I have played many; in fact, MMOs, which PoE isn't, are relatively lazy and have a low "heartbeat"), certainly more often than every 250ms. The server is very aware of whether you are still connected or not. (You can test this.)

Desync has been explained numerous times. If you're new here, look up some older threads. It is caused by the PoE server not trusting the client (as a result, the bot problem isn't like in D3) and having too complex gameplay mechanics that make masking of latency hard (e.g. accuracy). Other games have more simplistic mechanics, which allow them to better mask "lag". Others trust the client more, which then leads to duping and other exploits.

The netcode looks pretty tight to me (from the outside), and it's efficient. Making it more "loose" or wasteful wouldn't really change the situation as much as people think. Sending and receiving entire combat states would also cause new challenges and make the game unplayable for people without flawless and very fast connections. Data packages don't travel at light speed. Ten times the number of packages don't travel faster only because there's more of them. The assumption that there would be no desyncing if the server and client exchanged 1 MB every second as opposed to a few hundred bytes just isn't accurate in the sense that you seem to expect.
first, this is not MMO

there seems to be fanbase of loyal players, who plan to play (and support) this game longterm
IGN: Eric_Lindros
CET: Timezone
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Ludvator wrote:
first, this is not MMO

Really?
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
Last edited by Artanthos#0192 on Jan 3, 2014, 8:00:41 AM
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Artanthos wrote:
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Ludvator wrote:
first, this is not MMO

Really?


This is from the Overview page of this site: "Path of Exile is an online Action RPG"

Also, you can't be serious linking to MMORPG.com game-list? That doesn't mean a damn thing.
Pelerin of Wraeclast
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Artanthos wrote:
"
Ludvator wrote:
first, this is not MMO

Really?




hey guys lets find something even more meaningless to argue about if that's even possible.




as for OP I wouldn't worry about it just play the game, if you like it throw them a few bucks if you can. nothing last forever but that doesn't mean you cant enjoy it right now because it might not be here tomorrow.
Last edited by derbefrier#6652 on Jan 3, 2014, 8:15:59 AM
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Artanthos wrote:
"
Ludvator wrote:
first, this is not MMO

Really?



Wow, some third party site called it an MMO. That means it must be!


PS http://www.pathofexile.com/forum/view-thread/55086
Last edited by skinnay#1438 on Jan 3, 2014, 9:30:07 AM

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