YOU DIED - more details
" Last hit wouldn't work, you could die to 22 damage from ignite. It has to be a list of damage taken in the past 4/10s |
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ofc u dont know what killed you if you play meta ass blaster build. play a proper build you will know
My_Bloody_Valentine
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" How can you tell the difference between a purple physical damage projectile and a purple chaos damage projectile? |
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"GGG and specifically Chris said numerous times that this is a very hard thing for them to do technologically, while the result you will get will not be very significant, because usually it is not a single thing that affects your death, it is usually a number of things happening at once.
Therefore, they said they will not put resources into developing such a system." Source: an old Reddit post (3 years ago). This answer seems very accurate so it's likely true. I think that the last "overkill" value would be enough, I mean how much damage and the type of damage (cold, lightning or chaos). At least the big last one. Last edited by Babonzo#0016 on Jan 8, 2025, 9:04:04 AM
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" that's the most...unsharp thing I've read today |
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While I'm currently not a game developer, as far as I understand it cannot be that hard. The hit has to be registered, calculated, and affect your character, that last calculation and it's source could easily be written down and displayed to us.
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It's inexcusable to not have it in a modern ARPG.
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" saying you. stop playing only damage builds you will know how you died. Let me guess Op has %20 chaos resist... My_Bloody_Valentine
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" It's not hard. They have all the numbers because they have to apply the damage to your character etc, all they have to do is create a variable to store this information along with a timestamp. And if you die they get from this memory the last 10 seconds and show it to you. In memory that'd be probably less than 50kb, it's so cheap. Maybe they really are stubborn about this because of what the other dude said "if people see they took 10M damage in a 3k hp char they'd be crying all day on the forums". I don't know any other logical explanation for not implementing this. |
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One of the funniest problems is that figuring out what killed you is HARDER the later on you get.
I.E. Early in campaign when I didn't have a million skills [or even two] polluting the screen it was pretty easy to figure out what was going on. Many builds, once they are mostly chugging along, kills what visual clarity we had earlier on. While I "know what killed me" I think the game throwing fog effects, tornados, huge AND tiny monsters on the same screen, etc. also contribute to ruining visual clarity. Combine this when you are "trapped" in a Ritual in a narrow hallway and you've got the recipe for disaster. FYI: I kept notes. After the campaign I have 7 deaths ... 2 in Trials of Chaos ; 1 that I didn't see Chaos Volatiles that were spawning on top of me ; and 4 or 5 deaths in Ritual where I wasn't able to dodge "must dodge" effects due to layout or similar reasons. |
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