Community Q&A with Chris

Are there plans to make different classes more "unique"? At the moment the only thing differing different classes seem to be how you want to play the early game and which starting nodes you prefer. You can make near the same build if you just pick 2 different classes.. one for the top half, another for the bottom half.

It affects the integrity of diversity and even the variations of available classes. It seems more like an illusion when you can make the exact same build as a shadow or a maurader.. as a maurader or a ranger... as a witch or a templar..etc

It's just one of the few things I feel like the diablo series has always done quite good by having every class be completely different while PoE has 2-3 classes that feel different due to being so far apart(while many middle classes only affect when you're leveling for a few hours).

ps. I realize there is many builds that don't go to the starting nodes of other classes so that was a bit of a generalization... But my question still stands if each class will ever become more "different/unique".

Last edited by kasub#2910 on Mar 4, 2013, 11:15:03 AM
My biggest gripe with this game, and probably many others', are the desyncs. I have been playing for two years now and I always tried to understand the hows and whys of this phenomenon.


I have learned many things but obviously I can't know if my assumptions are correct, could you clarify?

Monster position is barely synced at all. I guess the server sends the client the initial position of the monster when it's in a certain range, and the client extrapolates it from that point onwards. Maybe a forced sync is done in extreme cases of invalid movements.
I believe this is the case since many times what happens is a monster starts running at me from the edge of the screen, and I move away quickly, client-side I see the monster move straight into melee range of me then stop. If I'm lucky it'll soon pop back into in it's original position, since server-side it moved a little different and didn't actually aggro, as the client predicted. (I don't know how much you are aware of this problem actually, though I found it exceedingly common)

Another case where it's noticeable when I try to line up LMP Ice Spear to hit a target. I noticed that when I target a monster by mouse-overing them, the projectiles always hit it correctly (but may spread too wide), but when I aim behind them - for a tighter group of projectiles - They may end up not hitting the target at all.
I suspect when I mouseover-attack a target the actual command send to the server is to "hit this monster", when I have no monster target however, a position is sent. In the former case if the monster is in a different position on the server, it'll still get hit. Do I understand correctly?


Now for the whys.

As I understand the reason for this is that extremely little exact position information is shared to the client. I would like to know though, why? Obviously many people jump to the idea of a shitty net code but you probably have good reasons to have so little position information synced. I'd like to know, why?
One thing I thought about only very recently: Is it to save server bandwidth and with that, cost? If it's so, does it really work that well in this regard?
Is it to ease the jarring effect of rubberbanding the player gets on itself and monsters? Do you consider this more important than having invisible and out of range attacks on the player? Did you find the majority of players actually considers the current affair less disruptive?
Are there other design decisions for the above that I didn't think about?

I remember you told there will be a post about the state and planned fixes for syncing. I don't expect you to answer this just for me, but I'd be happy if you could answer my questions in that post when the time comes.

Thank you.
1) Are there any plans to enable us to listen to the voice acting soundbites from a menu? Perhaps one at the login screen since all the sound files have to be stored in the client somewhere it shouldn't be too hard to implement if you guys wanted to right?

2) Any chance we could get some of the sound files or sound effects in game available for use as ringtone on a phone?

Since some of the soundbites are only played once for a character and if you get two triggered at once, (leveling upon beating a boss for example) you miss out on hearing one of them, or you can replay one you've heard to make sure you've heard it correctly.
Are there any /ladder UI improvements on the horizon? I participate in a lot of races (although usually badly!), and the most important thing to me as a racer is my own current position. I'm usually resigned to the fact that I'm not going to be in the top 10, and although it's interesting to see during a race sometimes, it's pretty secondary to the other 99% of players.

My personal preference would be some kind of list on the screen with a current ladder standings window, with ~10 names & my name in the center, with some kind of reasonable auto refresh rate. This way I can see who's closing in on me & who I'm chasing.

Edit: Stupid grammar fixed
Last edited by Kansalis#2834 on Mar 4, 2013, 12:09:56 PM
Authentication, when can we expect it?

Shield skills, when can we expect them?
(Mod edit. Remainder contains no questions - Spud)
Spoiler
-Shield slam: uses the defensive value of your shield as an offensive weapon, expends endurance charge on use with no CD, 3 Second CD with no charge. Autocrit.
-Shield wall: brace behind your shield for 1-2-3 seconds (increase duration can play into it) until you move or the duration expires. While braced behind your shield you are immune to stun, cannot attack, have near physical damage immunity, and block all projectiles (still able to be hit by spells, unless spellblock). Expend an endurance charge to use.
-Testudo: raise your shield and block all projectiles and spells, and move forward at half movement speed to the location clicked (think shield charge). The downside is you can still get attacked by melee attacks on the way, and you cant stop the testudo until you reach your location desired. Use it at the wrong time, it could get you killed.
-Shield Pummel (rename obviously): Use your shield as a weapon, and strike at the opponents throat, if killing blow occurs, plays extra gore (you just decapitated them duh?) Auto crit, dmg based on the defensive value of your shield. While the animation is played, you cannot block.

Shield Keystones:
Brick Wall: When you block, you have a % chance to gain an endurance charge. You're incapable of gaining power or frenzy charges.
Spiked Barricade (think design like the acrobatics): When you block, you reflect 5% physical damage. You can no longer evade.
-you reflect 5% more physical damage
-you reflect 5% more physical damage
-you reflect 15% spell damage, your resistances are lowered by 15%
-your resistances are lowered by 15%, you reflect status ailments.
Black Shield: When you block, the enemy takes 1/4 the defensive value of your shield in chaos damage. Increase chaos resistance by 15%. Health potions heal you 50% slower.
-whenever you deal damage with your shield; shield charge, blocking, shield pummel, shield slam etc etc. 25% of the damage is converted to chaos damage.

^ We need things like this to make playing with a shield more interesting. A lot more interesting. Dual Wield needs more love as well, as do 1 hand users. However shield play is non existent. Shield charge? yeah that skill is for the most part a useless joke without any other shield skills or talents to support it. I've given you a bunch of skills that make sense in combat (see how there is no majestic, mystical shield throw mmo garbage). I've also given you keystones that make sense, and have ups and downs.
Last edited by SpudOfDoom#5115 on Mar 4, 2013, 5:43:35 PM
Why hasn't the desync issue been fixed yet? Is there a special reason for this?

I've yet to receive the support pack, when are you thinking about sending it?
-are you gonna chance how armour works? right now its worthless and that is main problem with melee. you cant use (real)melee skills if you die in 2-3hits.

-when we get avatar of fire back? i think its good time to bring it back, you nerfed many things that made it too powerfull.

-make race where everyone start at 7th class position :D
Do you plan on making 6v6 pvp happen at any point in the progression of poe throughout Open Beta or after launch? As in, will it be a short term goal or a long term one.

Have you thought of making a separate template for individuals to pvp with? that way they can switch between their pve and pvp template when wanting to pvp or engage in some pve with friends.

Are guilds going to be implemented at any point?

Thanks Chris in advance!
Blacklisted:
panzybwoy
M4nW1th0utF34r - changes buyouts last minute, not to be trusted.

IGN: TestosticlesisHard - level 85 Dual Wield Physical Sword Ranger
Last edited by TestosticlesDMC#4671 on Mar 4, 2013, 1:01:11 PM
Playing in parties is easy right now, probably too easy. Do you plan to implent something to make playing in a party more rewarding. More challenging and obviously better loot.
Last edited by overpowdered#4125 on Mar 4, 2013, 1:20:40 PM
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