The Labyrinth is great content

Well said, +1.
It is good just needs improvement.

Portals I made a long thread about. Cant trade, can't respond to RL situations quickly, cant recover from DCs. Need 6 portals like maps. (which would help your main point about connectivity)

Need more deterministic crafts. Like 3-4 options one being one you got. As is it's not worth running because odds are astronomical. 9/10th of my GG gear isnt even enchanted. Fuck it.

Need exp. Again as is I'd rather run maps even though lab is trivial for me.

Basically more carrots less stick would change peoples minds. (besides the loot explosions)
Git R Dun!
Last edited by Aim_Deep#3474 on Jun 18, 2016, 9:37:42 AM
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johnKeys wrote:
"
Pyrokar wrote:
I was never worried since i am a pro mario player.


imagine a hard level of Mario, which you can still do as a seasoned player... only it is running on a remote server somewhere so your inputs may potentially not register in time \ take a couple extra crucial milliseconds.

also, you have only one life - and if the game crashes or logs out for whatever reason, that still counts.

that's how I feel about content such as The Labyrinth and Trials: I can do it, as long as it is running locally on my PC.

if you ever played Torchlight 2 you'll understand when I say "2nd Djinn Trial", on Hardcore Elite... where every trap pretty much kills you instantly, and there are a lot of traps.
Act 2 as a whole had too many traps.
but I beat it. in Single Player (then proceeded to beat the game. god that final boss hits hard in Elite).

I never could when playing with friends and had to either play a less punishing mode, SC, or both.

keep in mind I now play PoE on a pretty modern machine with an SSD and all that jazz.
not comparable to the good old Open Beta potato.
yet still content which requires pin-point precision, in an online setting where such precision can never realistically be achieved 100% of the time - does not belong, in my opinion.


Oh, i totally agree with you. That's why i said lab is commonly hated in hardcore. I hate it too, but being the pro Mario player that i am, i can still do it deathless. It's not an issue of skill as many people will come shouting in this thread. Trust me, i know the drill.

Spoiler
Johnkeys for president.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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Severance2hBlade wrote:
Introducing this kind of content in an environment where freedom of movement is inherently flawed is of the worst ideas i've seen in an online game. As the OP quite eloquently stated :

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johnKeys wrote:
stuff happening and pin-point accuracy, simply do not mix.


For that reason (not alone) & as a HC player i consider the Lab Content a disrespectful attempt on GGG's side, to the free time i am willing to invest or "pay" in this game.



disagree about disrespectful.
it is clear GGG put a lot of thinking and a ton of design & implementation effort into this, and their effort and willingness to provide good-quality content and a creative new style for us players - demands respect.

I just... feel they are trying to do the impossible really.
and it's not the first time.
as stated in OP, Chris and Jonathan always went for radical ideas before the game itself was ready to accept them, be it Races and PvP with crashing and desync still omnipresent in Beta, loading a giant area into RAM all at once, or having the player dodge a timed spike trap with 400 ms ping.

they would have it much easier with these ideas, if the game had an offline mode - but it won't happen, because it's the opposite of their current financial model.

on the other hand, if they don't go "radical" then players with "perfect" connections and monster PCs would quickly lose interest due to face-rolling the game.
many of which are Streamers who hold publicity value.

it is quite a dilemma.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Jun 18, 2016, 10:19:22 AM
I'm happy with the content in the lab right now. It seems like the worst offenders of FPS-killing trap gauntlets have been removed. I like all the new trap types, with the moving cylinder thing you have to follow being my favorite.

I still hate that traps are so poorly suited to POE's control scheme. I can't even count how many times I've clicked to go somewhere only to run straight into a trap somewhere else, turn around and run right back into lava or a buzzsaw maze I just navigated, or whatever. Good pathing and click precision are two things that POE does not have, and the lab design requires those things to function well.

I'd really enjoy the lab if not for this. Instead, I'm kind of okay with it. Traps simply don't work in POE. They are a failure of design purely due to how movement works in POE. I have no idea if this is a problem GGG can even fix. I really hope they do, though.

I love traps in theory. In practice, though, I just keep thinking how much it sucks every time I'm running straight into a spinning death trap after clicking to move somewhere else.
I keep trying to like the lab, mainly because the game (especially permanent leagues) has been starved of end game content for so long.

But whenever I force myself to do it, wait for the least aids uber lab and decide, OK today I will run these offerings: Half way through the first run I just want to close the game.

I fucking hate this shit and while I'm sure some people like it, I'm so confused how GGG thought it would improve the game on the whole.
Casually casual.

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TheAnuhart wrote:
I fucking hate this shit and while I'm sure some people like it, I'm so confused how GGG thought it would improve the game on the whole.


No one would have expected so much complaining. The talking about true ARPG fans/games is tiresome.

Honestly, I see the whole thing as fair (except maybe for lowlife at the moment). Merciless labyrinth has kicked my ass too many times (but my build was shit anyway) but I enjoyed every moment of it. I may be masochistic.

...

About the technical aspect...well...most of the time works fine. I've seen things get weird, but you can always disconnect in that situation. I think I'll agree with Morbo, mostly. I've seen someone suggesting 6 portals, that would be good to make it a little more forgiving if things get screwed.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Last edited by NeroNoah#1010 on Jun 18, 2016, 2:24:42 PM
tech situation is ruthless nowadays

games are designed with customers at <50ms ping in mind. people with 200ms or 400ms pings are playing on the wrong gateway. simple as that.

designing for low and high latency AT THE SAME TIME is a nightmare and most companies wont try. POE is an exception but ONLY because they have coded 'desync mode' first, before lockstep. there is no (mostly financial) sense in doing the opposite: code lockstep in and then add desync mode. the gains are simply marginal - just rent some racks in datacenter near the cluster of currently-high-pingers if that is financially viable. if not - do what players do with leveling uniques..


i never had any issues with click accuracy/movement in the lab. i have a stable ~30ms ping - not the best possible but clean and without issues. i run a cable (not a wifi) connection and the game MOSTLY plays like an offline game. there are exceptions - fortunately Izaro fights do not trigger these (caused mostly by chain reactions: monster A gets something that affects mob B->mob C->...->mob A. this is what made Shared Boon + shrines literally powerpoint the game)

The lab itself is great for sure. I kinda like and hate it at the same time. Izaro fights are fun, locations are gorgeous and I have only one nearly game breaking complain - trap gauntlets. It requires good reaction time and some positioning skills. This is where game turning into a pain for me. First - i'm a natural slowpoke with overall bad reaction time. Second - i'm living in a countryside and can squeze unstable 130-160 ping from my internet at best conditions. Mostly running ~180 and desync quite often. These two factors completely ruins game experience for me. I'm ok with most parts of lab, but when it comes to trap gauntlets, i'm just pressing speed flask and chaining health pots while praying to all rng gods to not end being stuck somewhere. Tried "legit" tactics with moving and positioning many times and there is always were a moments like "i did it! - suddenly resync in a middle of trap because it hitted me on the server side"

My biggest wish for labyrinth - make trap gauntlets as completely optional shortcuts and change locations to have more ways. Like short routes thru the traps or long routes to avoid them.
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P_Johann wrote:
My biggest wish for labyrinth - make trap gauntlets as completely optional shortcuts and change locations to have more ways. Like short routes thru the traps or long routes to avoid them.


Alternatively traps can be more forgiving. Doing them perfect is very tight (I generally don't have a problem with it, but some trap configurations with Izaro are too fabulous for me, :P).
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942

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