I was VERY careful in how I formulated the use of waypoints in the Labyrinth suggestion, to avoid true abuse:
* I stipulated that the waypoints would be AFTER the Izaro battle, which puts an entire leg of the Labyrinth between you and the next Izaro battle each time. (In MOST cases, you'll already have cleared all the trash mobs, and have none left to refill flasks on your way through the traps now, making any subsequent runs after using the waypoint far more risky)
* I stipulated that the Izaro battle re-starts from the start of that encounter's remembered status, so zerging does NOTHING to help you whittle Izaro down to death if you can't do it in one shot for each battle.
* I stipulated that death deactivates the waypoints, so the Labyrinth still requires a deathless run for whatever reason they want it to be a "hardcore experience" even in the SC leagues. (makes Absolutely ZERO sense to me, but I went with it.)
* I stipulated all other rewards aside from ascendancy points are forfeit for the run in which you use the waypoints even once.
The ONLY thing remotely close to "abuse" that you're saying here, is that people will avoid death once in a while with altf4. For this crash protection, I would gladly live in a world where people die less often, for no benefit to themselves, if it saves all the legitimately inconvenienced players who did crash during their labyrinth runs.
Last edited by Zaludoz#6325 on Jan 11, 2018, 7:10:59 AM
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Posted byZaludoz#6325on Jan 11, 2018, 7:03:47 AM
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Zaludoz wrote:
I was VERY careful in how I formulated the use of waypoints in the Labyrinth suggestion, to avoid true abuse:
* I stipulated that the waypoints would be AFTER the Izaro battle, which puts an entire leg of the Labyrinth between you and the next Izaro battle each time. (In MOST cases, you'll already have cleared all the trash mobs, and have none left to refill flasks on your way through the traps now, making any subsequent runs after using the waypoint far more risky)
* I stipulated that the Izaro battle re-starts from the start of that encounter's remembered status, so zerging does NOTHING to help you whittle Izaro down to death if you can't do it in one shot for each battle.
* I stipulated that death deactivates the waypoints, so the Labyrinth still requires a deathless run for whatever reason they want it to be a "hardcore experience" even in the SC leagues. (makes Absolutely ZERO sense to me, but I went with it.)
* I stipulated all other rewards aside from ascendancy points are forfeit for the run in which you use the waypoints even once.
The ONLY thing remotely close to "abuse" that you're saying here, is that people will avoid death once in a while with altf4. For this crash protection, I would gladly live in a world where people die less often, for no benefit to themselves, if it saves all the legitimately inconvenienced players who did crash during their labyrinth runs.
its not "once in a while" its the go to option in hardcore,which makes the idea of playing "hardcore" a pretty good joke.
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Posted byciel289#7228on Jan 11, 2018, 7:24:11 AM
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ciel289 wrote:
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sofocle10000 wrote:
I further see YOU don't understand it.
You can't "abuse" something that renders the fight to START with the same conditions as the first iteration. You just gain one or two more tries starting from scratch. That doesn't mean a thing for those that can finish the fight, it means little to nothing for those that have to start from square 1, but it makes all the difference for those that happen to "enjoy" a legit disconnect.
Why not protect the "legit" players that DO PLAY THE GAME?
The same "instant log out abuse" is prevented on maps by guess what, 6 portals, no matter the party members. Due to the difference via checkpoint saving and always reverting the status for Aspirant Trial fights, up to 3 times could/should be possible even for parties, as most of the time the persons that need a "Labyrinth" carry do the run in a party of 2.
It's just like with "reliability" + "stability" of GGG servers, as I'm sure that they could just always have a hidden mirrored compartment that could mirror any kind of map you run (so the mirror effect of said compartment would impact even corrupted maps/fragments), and in case of a legit server problem, like those yesterday on Frankfurt, London or Paris, could at least let you retry with the same number of portals like the current map countdown the mirrored version if other servers are "good to go".
Due to this fear of "instant log out" abuses, us LEGIT players have to enjoy absurd damage spikes, no disconnect protection in a MANDATORY ALWAYS ONLINE GAME, and have a subpar experience every single time GGG's side of client-server communication starts to be "wonky".
Enough is enough.
I want to see them addressing these IMPORTANT issues, if we ever want to talk about Hardcore being actually "HARDCORE" in PoE...
you are the one that doesnt understand it. The Option you suggest isnt intended for death dodging but that is waht will happen. No matter what.
Since you cant make a difference where the player gets the "dc" (lol all those Gamecrash claims are funny since i havent had one since since breach and i´m not saying they cant happen,but if they keep happening if might be on YOUR end not on GGGs) ,you cant say "oh if the izarro fight started there is no protection" that would be "unfair".
Come on and get it already.
You can't progress further until you defeat Izaro. You have no further benefit except that you'll have 2 or 3 chances at finishing the fight WHILE always starting the fight with Izaro at full health and your flasks in the same condition as the initial try. Instant logging out wouldn't help you a bit, except by giving you one or two more chances at the same content, but instead of just "zerging" for a few tries like boss fighting in maps, you actually have to finish the map in one whole try, so you can't call that "death dodging" and PROGRESSING, because you see NO PROGRESS.
Stop it with the "Gamecrash claims are funny since i havent had one since breach" when yesterday around 11 AM CET Frankfurt, London and Paris servers were either down or experiencing severe latency problems. Try and inform yourself better instead of going with the traditional "it might be on YOUR end not on GGG" because maps were lost and you had no further access to those instances, that is solely on server or client-server communication, not on client or player ISP side...
Alas, if you can't agree that we need improvements to HELP PEOPLE THAT PLAY THE GAME in a "LEGIT" way, then please, further enjoy the @#&&%*$| that "instant log out" abusers "force" upon us...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days...
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Posted bysofocle10000#6408on Jan 11, 2018, 7:27:14 AM
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Just another nail in the wound is the spike trap damage to minions. My 12k HP animated guardian and map lvl 15 spectres are getting rekt by these. And i need say 30 chisels just to replace them. No way im risking.
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Posted byZloberik#0691on Jan 11, 2018, 7:33:43 AM
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Zloberik wrote:
Just another nail in the wound is the spike trap damage to minions. My 12k HP animated guardian and map lvl 15 spectres are getting rekt by these. And i need say 30 chisels just to replace them. No way im risking.
To be honest I'm not sure why minions even take damage from traps. It's not like you can control where they go or even cheese traps using them, and their pathfinding is dreadful. Having a golem in lab die constantly on me is already a pain, so I can imagine how awful it is to lose your spectres.
21/05/18 - The beginning of the end of PoE
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Posted byDoomstryver#5188on Jan 11, 2018, 7:44:55 AM
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sofocle10000 wrote:
Come on and get it already.
You can't progress further until you defeat Izaro. You have no further benefit except that you'll have 2 or 3 chances at finishing the fight WHILE always starting the fight with Izaro at full health and your flasks in the same condition as the initial try. Instant logging out wouldn't help you a bit, except by giving you one or two more chances at the same content, but instead of just "zerging" for a few tries like boss fighting in maps, you actually have to finish the map in one whole try, so you can't call that "death dodging" and PROGRESSING, because you see NO PROGRESS.
Stop it with the "Gamecrash claims are funny since i havent had one since breach" when yesterday around 11 AM CET Frankfurt, London and Paris servers were either down or experiencing severe latency problems. Try and inform yourself better instead of going with the traditional "it might be on YOUR end not on GGG" because maps were lost and you had no further access to those instances, that is solely on server or client-server communication, not on client or player ISP side...
Alas, if you can't agree that we need improvements to HELP PEOPLE THAT PLAY THE GAME in a "LEGIT" way, then please, further enjoy the @#&&%*$| that "instant log out" abusers "force" upon us...
it doesnt matter if the WP is behind Izarro, getting an additional chance to fight izaro when they fight didint go well by simulating a "DC"is wrong and will be abused.
btw i was playing yesterday around 11 AMand just so you know it wasnt GGGs server,it was a gateway Problem.
The Game itself was running fine.
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Posted byciel289#7228on Jan 11, 2018, 8:20:15 AM
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I like difficulty and i don't mind diying and having to do all the lab again ... but the thing that bother me the most is the fact that we lose 6 chaos everytime we fail.
I can't bear the loss of money in a game or real life. Last time i washed a bill that was still stuck in my jean's poket i was in pain ( he was just fine, i manage to saved him )
Last edited by Deonbekende#4380 on Jan 11, 2018, 8:46:10 AM
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Posted byDeonbekende#4380on Jan 11, 2018, 8:44:59 AM
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ciel289 wrote:
it doesnt matter if the WP is behind Izarro, getting an additional chance to fight izaro when they fight didint go well by simulating a "DC"is wrong and will be abused.
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ciel289 wrote:
its not "once in a while" its the go to option in hardcore,which makes the idea of playing "hardcore" a pretty good joke.
This really seems to bother you; how others play the game. I really don't care how others play the game. This issue legitimately ruins some people's gameplay. Some people have no control over their connections. Sometimes the internet hiccups. The game is coded in such a way as to ruin the entire gameplay session when that happens.
The ONLY valid argument against altf4 and waypoints here, that I would accept, if it were true, was if they balanced Izaro to be harder because of this. However, they have already balanced Izaro as if people cannot AltF4 and return to the battle. My proposed solution makes every encounter as close to the first as possible (no zerging) no returning with full flasks to *continue* the battle... you're starting over each time.
So, it prevents some deaths that would have happened... what's the big deal? You get people using this for a few re-tries at worst. They still have to succeed in the battle like everyone else. I really don't care if someone "uses" this to avoid a few labyrinth deaths, really... I don't think the Labyrinth is good content for PoE, and any failsafes that make it more tolerable by people, the better. The shear number of complaints against disconnects and crashes in the Labyrinth are enough for me to say there should be failsafes in place.
When it was first released, I couldn't get through a single run without crashing. Things have improved, but not for everyone. The internet will never be reliable enough for a game design like this to ever not be unfairly punishing.
So, that argument falls flat against reason, as far as I can see.
I think GGG understands the nature of the internet, and that's why they are keeping AltF4, but I still think they're taking a bad stance on the Labyrinth, at nearly every turn, including this.
Last edited by Zaludoz#6325 on Jan 11, 2018, 8:57:20 AM
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Posted byZaludoz#6325on Jan 11, 2018, 8:56:25 AM
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ciel289 wrote:
"
sofocle10000 wrote:
Come on and get it already.
You can't progress further until you defeat Izaro. You have no further benefit except that you'll have 2 or 3 chances at finishing the fight WHILE always starting the fight with Izaro at full health and your flasks in the same condition as the initial try. Instant logging out wouldn't help you a bit, except by giving you one or two more chances at the same content, but instead of just "zerging" for a few tries like boss fighting in maps, you actually have to finish the map in one whole try, so you can't call that "death dodging" and PROGRESSING, because you see NO PROGRESS.
Stop it with the "Gamecrash claims are funny since i havent had one since breach" when yesterday around 11 AM CET Frankfurt, London and Paris servers were either down or experiencing severe latency problems. Try and inform yourself better instead of going with the traditional "it might be on YOUR end not on GGG" because maps were lost and you had no further access to those instances, that is solely on server or client-server communication, not on client or player ISP side...
Alas, if you can't agree that we need improvements to HELP PEOPLE THAT PLAY THE GAME in a "LEGIT" way, then please, further enjoy the @#&&%*$| that "instant log out" abusers "force" upon us...
it doesnt matter if the WP is behind Izarro, getting an additional chance to fight izaro when they fight didint go well by simulating a "DC"is wrong and will be abused.
btw i was playing yesterday around 11 AMand just so you know it wasnt GGGs server,it was a gateway Problem.
The Game itself was running fine.
Riiiiight, it was a gateway problem, that still led to maps being forfeited not on players clients or ISPs connection fault. Thanks for the correction. The game might have been "running fine" although the end user experience, WHICH IS THE ONE ASPECT THAT MATTERS, was subpar. And it should always be improved, or protected against such problems just like I proposed before, presuming GGG cares about said "end user experience"...
It can't be abused regarding the Izaro fight. Starting the fight all over again for each of those up to 3 tries NULLIFIES any kind of abuse except making you "mindlessly" re-run all the few areas before each Aspirant's Trial, and that for only 1 or 2 additional tries.
Heck, for "Uber Lab" runs the mirrored Offering would be at least a minimal protection form, in case of server/gateway problems, you'll have at least one other shot if GGG acknowledges that those problems were in no form influenced by players...
Is it so wrong to have players, legit players that don't heavily rely on instant log out, protected against such "rare" occurrences? I feel not, and hopefully GGG feel the same way too...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days...
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Posted bysofocle10000#6408on Jan 11, 2018, 9:16:10 AM
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Zaludoz wrote:
I was VERY careful in how I formulated the use of waypoints in the Labyrinth suggestion, to avoid true abuse:
* I stipulated that the waypoints would be AFTER the Izaro battle, which puts an entire leg of the Labyrinth between you and the next Izaro battle each time. (In MOST cases, you'll already have cleared all the trash mobs, and have none left to refill flasks on your way through the traps now, making any subsequent runs after using the waypoint far more risky)
* I stipulated that the Izaro battle re-starts from the start of that encounter's remembered status, so zerging does NOTHING to help you whittle Izaro down to death if you can't do it in one shot for each battle.
* I stipulated that death deactivates the waypoints, so the Labyrinth still requires a deathless run for whatever reason they want it to be a "hardcore experience" even in the SC leagues. (makes Absolutely ZERO sense to me, but I went with it.)
* I stipulated all other rewards aside from ascendancy points are forfeit for the run in which you use the waypoints even once.
The ONLY thing remotely close to "abuse" that you're saying here, is that people will avoid death once in a while with altf4. For this crash protection, I would gladly live in a world where people die less often, for no benefit to themselves, if it saves all the legitimately inconvenienced players who did crash during their labyrinth runs.
Or you can abuse it worse by just paying someone with a lab build to do it. This is a red herring. We are talking about non optional content that shouldn't be a mandatory feature, well not mandatory since you can pay someone, but still annoying since why play if your paying someone to play for you. While its more punishing in hardcore, its at least less an issue since your dead and don't have to do it if your dead :).
In softcore your less focused on a few deaths per char and more on map speed and damage while its annoying to occasionally die, logging out to avoid it feels worse than just taking your punishment for fucking up since the risk / reward is less punishing.
Last edited by Zalhan2#1986 on Jan 11, 2018, 10:12:05 AM
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Posted byZalhan2#1986on Jan 11, 2018, 10:08:42 AM
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