"
This is a very good guess and I too could maybe see this being some sort of risk but as I said to @KaosuRyoko, there must be a way it can be done. IF I really really had to guess a reason why NOT, mine would be, they have almost in a way made PoE since inception, MMOish. In the sense that you launch the game and you LOGIN with an account you create which is then carrying all of your things. Stash tabs, other micros, characters, etc. For this reason I can understand it being a hassle to ever offer such a feature
It's absolutely possible, and not the most insane amount of work, to diatribe the dedicated server does go players and let them host their own servers to connect to. Like games like 7 Days To Die and others especially in that genre. That's infinitely easier than making a fully offline client.
But in either case the complexity is not the issue here. GGG has secrets in their game, they believe that's a good thing and act almost giddy when they mention secrets or mechanics that the players have not fully figured out yet. So unless things suddenly change drastically, which is extremely unlikely given how recently they've discussed those secrets (within the last year iirc), truly offline client option will never exist.
|
โพสต์โดยKaosuRyoko#1633เมื่อ 21 ก.ย. 2025 12:06:11
|
"
PoE will likely never be an offline game.
The comparison with LE is not a very good one. Simply put, Last Epoch is developed and coded as a Single Player offline game with added multiplayer later on.
Path of Exile was developed as an only online multiplayer game from the get go. Everything from coding to databases and calculations are made with a server/client structure in mind. It's more akin to a MMORPG than other ARPGs in that aspect.
So if u want an "offline" mode, u'd have to setup a private server like structure. That will also tank ur performance even more, because of how calculations are performed. U'd probably want a second PC running that private server ect.
That's just a laymens understanding of how it works, but I think u get the point.
I gotcha yeah that does make sense, thanks for that insight
|
โพสต์โดยRiiizzz#4801เมื่อ 21 ก.ย. 2025 12:53:44
|
"
"
"
Yeah that will never happen. There's a bunch of information that the client knows nothing about. Like the exact weights of mods on items is only known and completely controlled by the server. Creating an offline client would expose that kind of logic that they intentionally obfuscate.
I can get this to an extent but how? Like how is any game content/code like weights and affixes tied to an internet connection? Because other said game in question (Last Epoch) has a multitude of affixes and stats etc but they allow for you to play "Offline". Now you have a true offline option, like when you launch the game on Steam and it asks if you want to play in full offline or launch normally. You go with the launch normally option, BUT when you are on the title screen you can then make a character either Online or Offline and even when going with Offline you still have chat features? BUT no access to your microtransactions. I guess what I wonder is HOW do they do that? And why can it not be done here as well truly. Because you still obviously have soft online in a way if you can chat? Idk lol just doesn't make much sense to me
They are designed differently.
In LE the client on your computer knows everything possible about the game. If you use a crafting item to add a random modifier, the client on your computer already knows the chance of hitting each one so it doesn't have to ask the server. So you don't need an internet connection to play. Which also means the game has no secrets at all, because I can extract any information I want out of the files on my computer.
In PoE, the client on your computer doesn't know a lot of stuff. Most notably mod weights on items. When you slam an exalted orb, your game client literally does not know how it works. It just sends a message to the game server saying, "hey this guy used this exalt, what's the result of that action?" In PoE1 another notable example is vendor recipes. Your client has no idea what vendor recipes even exist at all. That's why there are, last I heard, still vendor recipes in PoE1 that no one has discovered. Similar to the mod weights, when you're filling up a vendor window to sell, your game client has to keep asking the servers how much the stuff you put in to sell is worth, and that's when the server will tell the client if the current items add up to a vendor recipe.
This makes a lot of sense, I have never really thought about that being how it works. Of course there are some things I can do on my end like maybe get a different WiFi card. It's just always been in the back of my mind even with PoE 1, but them having the features such as Lockstep and Predictive those kinda helped in the regard to using WiFi. I haven't been around playing avidly since 2013 but I'm not as new as @Rakie suggests lol. I understand this has more than likely been brought up but I don't see any harm in talking about it.
|
โพสต์โดยRiiizzz#4801เมื่อ 21 ก.ย. 2025 12:57:59
|