Performance and Stability

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gickul เขียน:
At this point, a vast majority of people i believe are only playing by automap navigation


So fucking TRUE!!
I'm an ex-exile beacuse I play more rewarding ARPGs! :-P

I miss the "Daily Insightful Charan" with my coffee!

English is not my main language: that means I'll write strange things! :-D
Lags, bugs and peformance issues - it is all payment for so extrimely fast arriwing content. And all fine. Some problems exist but GGG solv them asap. For me it is very good and intrest league. Very fun mehanic and "good and simple" craft. Realy enjoy. Thank you and good luck!
So basically to keep poe running smooth we the players NEED to kill all monsters in one hit (other then maybe the boss)


Does the amount of items dropped by mobs effect any of this? because if it did theres an easy fix to maybe some lag/whatever this effects since 99% of items dropped are shit....

Cut drops in half but make what does drop better
Also if the above is the case of these problems why not just lower blight mobs hp so they die faster?

Sure it may be to easy and not what you wanted but everyone crashing and getting all these errors isnt better... at least then people can play still
like i said in another post, players won't be angry if you take 2 3 or 4 extra weeks to launch a new league and you can use these time to do more testing and some QA improvements. I know that is very hard to launch a new entire league every 3 months and you are not forced to do it after all(think you will gain more money with a stable game than with a 1 first month league beta testing).

It's fine to have some criticism for the decisions you take and hope this issues won't happen again on future leagues with all the new content.


pd: server has a lot of problem with DoT damage too because sometimes has to calculate many deaths at exactly the same time, including ignite.
แก้ไขล่าสุดโดย Abax11 เมื่อ 20 ก.ย. 2019 09:34:50
waaah ty
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waaah ty
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I understand that the performance issues are not great, but as stated in the post this is largely due to conscious design decisions. And I am in favor of those decisions. The reason I play PoE is because it is such a complex game with tons of character options. I like that I can have an army of minions, or inflict 10+ poisons on a screen full of enemies, or have an insane chain of shattering monster deaths. Have you ever played with an aura-bot guardian in your party when they gain a level? The world stands still while 12 aura all recalculate. But I honestly don't mind.

I don't want to have cool game play mechanics taken away from the game in the name of allowing speed clear enthusiasts to run through maps 5% faster. Just wanted to share my opinion. Making improvements to performance would definitely be nice, but please not at the cost of simplifying the game.
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Kunaak เขียน:
At some point, you really should get rid of the "loot explosion" of useless stuff.

even the default game now has a built in loot filter.
When 99.9% of all items that ever drop in this game are ignored, and never seen, why even have it there?

That happening for a few hundred thousand game sessions (I am guessing) with thousands on monsters per map, 24 hours a day, has got to be a gigantic resource hog in calculations, all for something no one cares about.

Gigantic amounts of loot, that will never be seen, and is entirely ignored, is just a relic from a time long since gone from ARPGs.
People want good gear now, thats why the loot filters exist.

How much could it help to not have all that random caculations on worthless loot that is never even seen?


This.
Thanks, Chris. I appreciate the transparency and knowledge that you are working hard to alleviate the performance issues this league.

If you can detect an instance crashing on the server side, it would be a nice gesture if the state on the player could be restored to allow that instance to be opened again and completed. This could be in the form of returning the map used to open the instance or restoring the state used to open other portals (e.g. safehouse, temple, etc.)

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