Please add DC protection on Lab =( Please.

it's funny, Perq, because I remember the exact same arguments pro-desync not too long ago. how it is part of the game. how removing it requires re-building the entire game from scratch. how every possible solution can be exploited...

therefore I suggest we let Jonathan, Rhys and all the other talented coders and designers figure out the solution.
we as players need to present the problem. and there is a problem here, no doubt.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Can't quite remember it being similar. :P But yeah, all we can do guys figure it out, somehow.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
https://joeduncan123.imgur.com
https://joeduncan1234.imgur.com
"
johnKeys wrote:
it's funny, Perq, because I remember the exact same arguments pro-desync not too long ago. how it is part of the game. how removing it requires re-building the entire game from scratch. how every possible solution can be exploited...

therefore I suggest we let Jonathan, Rhys and all the other talented coders and designers figure out the solution.
we as players need to present the problem. and there is a problem here, no doubt.

There is somewhat of a point here, definitely.

But desync was really not a similar matter.
GGG stated from the start that they did not want to use non predictive networking, they ended up implementing an option that went against their philosophy.
However, it does not impact the game balance.

Here, changing how logging out works .... would impact the balance of the game.

And if we can alt-f4 out of any situation .... we can fake a network failure .... and we might even be able to simulate a lab instance game crash ( that seems much more complicated of course ).

I am sure that GGG is aware of the problem anyway, so if they can fix it ... they will, imho.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Sep 15, 2016, 2:37:10 AM
if a player leaves a instance, the server knows how he left because either the game client

1) did the logout sequence (which means the client shut down anyhow (alt+f4 or quit) or cashed or windows shutdown) where the game server takes the char out imediately.

2) or stopped communicating (which means windows/computer crashed / the network failed / the user pulled the network plug) where the char is taken out after the 6 seconds timeout.


the game could theoretically offer to put you back in the last map instance in case of 2) after a client reconnect but this would enable players to basically chicken out endlessly to beat izaro.

age and treachery will triumph over youth and skill!
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I_NO wrote:
Thread.


You know they can't do this. You are the last person I would have ever thought would cry about the lab.
Shit is happening most in Domain Walkways layouts right?

Maybe shift the algorithm to make those more side zone oriented and the main paths the Crypt/Château stuff. It's not like we don't have access to Poelab, so really you're hiding anything about the layout when it's released a little while after reset.
Fake Temp League Elitists LUL
Last edited by _Saranghaeyo_#5448 on Sep 15, 2016, 8:46:12 AM
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WhiteRhubarB wrote:
No no no no......no protection needed,it's all pure fun and joy to run the lab. Now when you dc,you'll get to do it all over again. win-win,right.


I vote this the favorite post of the week! Coffee spitting out of the nose hilarious!
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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johnKeys wrote:
yes.

while altf4 cannot be prevented (Windows function), getting disconnected more than half way through or right after beating Izaro (fkn hell)... is beyond words.

and Goetz, I don't see how it is "against the Lab design" to prevent that.
detect logout macros and whatnot. punish with a few extra seconds server side I don't care. but don't punish me for playing fairly and getting one damned packet lost out of a billion.

I'm a fan of Rogue-like, one-chance-at-it levels and dungeons... but you just don't mix it with an online-only game in the first place.
but if you did - at least add some stability mechanism, please.


If it is truly one packet loss out of a billion then it shouldn't happen very often. In terms of making a rogue-like one off thing that needs to be done in one swoop in an online game, there isn't anything wrong with that. They can likely get the stats to see how many people do the lab, who finishes, who dies in it and even if they assume the other 50% of the remaining people are disconnects, the number has to be relatively low.

I'm not going to say I haven't lost a lab instance to some crash or dc, I have, but its IMO no different then losing a map instance or any other instances which are limited. Following your logic here, GGG should not limit portals to maps, because you never know when you are going to crash\dc.

Except the difference between the lab and maps is that the lab is 100% designed to be done in one sitting, changing that idea that it can be done separately changes the very design of the lab itself. Requiring things like a snap shot of character location, HP, flash charges ect.


IMO this topic goes hand and hand with people that just want to create an easier lab, that isn't something I support.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
vio wrote:
if a player leaves a instance, the server knows how he left because either the game client

1) did the logout sequence (which means the client shut down anyhow (alt+f4 or quit) or cashed or windows shutdown) where the game server takes the char out imediately.

2) or stopped communicating (which means windows/computer crashed / the network failed / the user pulled the network plug) where the char is taken out after the 6 seconds timeout.


the game could theoretically offer to put you back in the last map instance in case of 2) after a client reconnect but this would enable players to basically chicken out endlessly to beat izaro.



Just build a macro that sets the memory for your Client to zero. Boom crash. It used to be one of the major reasons for crashs on 32bit systems. Also I doubt that the client sends a "sorry I crashed" message, because after the crash the client is closed and can't send such a message. The Server will very likely just not receive pakets from the client and decides to timeout the player. Not sure if the client has a failsafe mechanism, which again would only work if something in the client is crashing, if the reason is on your PC (like not having enough memory) the client would very likely not have the ability to inform the server about the crash.

But they basically only need to do a single thing. They need to create tech that saves the instance. If they do that they could allow you to instantly log back in were you where. And since almost all crashs appear at the start of a new instance this would already fix a lot.

If you DC during a fight you are very likely dead anyway.

The easiest way would be to add 3 waypoints before each Izaro and safe the state of the lab. The later is the harder one and they actually don't have to safe the whole layout (if you want to go back kill mobs, why not), they just have to mark used Darkshrines, killed Argus and looted treasures and of course opened doors. That way if you DC without dying, you could log in and go to the waypoint. This of course means that you could again logout during a fight, but you would have to start Izaro again.

EDIT: Technically they could set all treasures to open and all doors to closed, would mean you can't go back, but that isn't necessary. It simply means if you can't finish the lab in one go you get no treasures besides the Enchantment and the Ascendancy (and what you get from the Key).
Last edited by Emphasy#0545 on Sep 15, 2016, 11:19:22 AM
open one additional portal after (or even before?) every aspirants trial.

this way you also get another shot at izaro if you happen to die.
i never understood why they limited it to only 1 portal.

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