Yet another post about 1 death per map but I swear this one is important

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AintCare#6513 wrote:


can you splein why i can play WT for hours with minimal lag, but in PoE i get spikes and occasional packet loss issue that kicks me out after 40s of idling in map?


I dont have to.


Again this sounds like a personal issue. Not my problem nor is it any gaming companies problem either.


No game would, and should balance their game around a minority of players connectivity problems.


If everyone in their minds are just constantly DCING and losing all this progress we would see this issue, but we dont.


So no. Sounds like a personal issue.
Mash the clean
Last edited by Mashgesture#2912 on Nov 26, 2024, 9:16:48 PM
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Last edited by AintCare#6513 on Nov 26, 2024, 10:26:19 PM
This, so called, personal issue, is something that people from rural or underdeveloped regions experience daily... but it's not even that, you can live in a big city with access to fiber and just have bad luck where the only ISP you have is shit.

I don't think having some priority in allowing players with less than ideal conditions enjoy the game is unreasonable.

You talk about balance - yet again, you either are unable to read the context or willingly cherrypick whatever you can attack. This is not a balance issue, I'm by no mean saying this is a bad mechanic and we should revert to 6 portals = 5 deaths. All I want is proper attention given to network related issues and for the freeze feature GGG talked on stream to be made properly and have the game be paused on disconnect as early as possible.
Also this has devolved into either one upping each other on who has it worse or which conditions are playable or people completely missing the point.

Please don't bother responding here anymore, you can talk about the balance of this here https://www.pathofexile.com/forum/view-thread/3588490 anyway.
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This, so called, personal issue, is something that people from rural or underdeveloped regions experience daily... but it's not even that, you can live in a big city with access to fiber and just have bad luck where the only ISP you have is shit.

I don't think having some priority in allowing players with less than ideal conditions enjoy the game is unreasonable.

You talk about balance - yet again, you either are unable to read the context or willingly cherrypick whatever you can attack. This is not a balance issue, I'm by no mean saying this is a bad mechanic and we should revert to 6 portals = 5 deaths. All I want is proper attention given to network related issues and for the freeze feature GGG talked on stream to be made properly and have the game be paused on disconnect as early as possible.


Noones attacking anyone I just disagree with what you are asking.

disagree =/= attacking

You want a system to change, in a game you havent played yet. So you dont know if the disconnections will be this huge issue you frame it to be (which have changed they talked about pausing and it reacting in a better way).

You tell me your experiences so far, and I just give my, completely valid opinion on the matter. Dying 20 times to connection problems is over the top, and something, that is on your end.

And its also the minority, extremely so that is not even a topic that goes above "remove the GOBLIN BAND OMG".


I think you need to let the game actually come out before you start asking for changes to gameplay/balance.

And then if connectivity is this severe thing you still experience, you should look for solutions on your end, rather than hoping a game changes for something an extreme minority of players experience.

There are always solutions for these issues but personally, if I had no other option, I would work with what I have rather than try to change something for everyone else.

Goodluck!
Mash the clean
In PoE 2, the game now includes a pause feature, which changes how disconnections and logout macros work compared to PoE 1. If you disconnect or use a logout macro, the game will pause, allowing you to resume exactly where you left off. This means a disconnect will NOT brick your map, but it also means you can't use a logout macro to escape danger as you could in PoE 1.

In conclusion, the concern raised by the OP about a bad connection causing disconnections and bricking many of your maps is actually not an issue in this context.
Last edited by Zoddo#3014 on Nov 26, 2024, 10:45:05 PM
makes me think, if you re playing in a public party and one of the player disconnects ? does it pause for everyone ? or the disconnected player is put in a safe zone while he is not on ?
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SerialF#4835 wrote:
makes me think, if you re playing in a public party and one of the player disconnects ? does it pause for everyone ? or the disconnected player is put in a safe zone while he is not on ?


I have not heard a developer giving any specific answers for that, we'll have to find out on Dec. 6th :)


My guess would be that the game only pauses when the Host who opened the map DC's as it's his instance on his home server. When a player who isn't the host DC's I am not sure what will happen in detail.
Last edited by Zoddo#3014 on Nov 26, 2024, 11:41:22 PM
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Zoddo#3014 wrote:
In PoE 2, the game now includes a pause feature, which changes how disconnections and logout macros work compared to PoE 1. If you disconnect or use a logout macro, the game will pause, allowing you to resume exactly where you left off. This means a disconnect will NOT brick your map, but it also means you can't use a logout macro to escape danger as you could in PoE 1.

In conclusion, the concern raised by the OP about a bad connection causing disconnections and bricking many of your maps is actually not an issue in this context.

Disconnects don't happen instantaneously. There is no definite way for any server to tell the difference between a client that is disconnected from a client that is just slow to respond, it requires guessing, usually in the form of "if client hasn't responded in X amount of time, it's disconnected", where X is up to whoever's configuring the server. This is inherent to all networking and literally not a solvable problem.

So, GGG has to pick some amount of time to wait, with the game unpaused, before assuming a disconnect and pausing the game. If they pick too short a time, the game will pause unnecessarily, causing bad player experiences as the game would seem to stutter. If they pick too long a time, the game won't pause in time to prevent a death due to the disconnect, or it will but not leave enough time to avoid the death upon unpause. There's also no one singular right length of time, because all network connections are going to be different, and even the same connections will vary over time, so in some cases a shorter time would've been better, while in others a longer time would've been better. Due to the potential for stuttering, GGG likely needs to err on the side of longer waits before assuming a disconnect and pausing, which increases the likelihood of deaths due to disconnects.

While pause does improve things somewhat, it isn't a perfect solution because there is no perfect solution for a networked game, or at least not the kind of networked game with sudden damage spikes like exist in POE.
Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
Last edited by AxiomOfAnarchy#7408 on Nov 26, 2024, 11:45:50 PM
You can't balance the entire game around people with horrible connections what even is this thread

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