widescreen resolution removed from the game.

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onexxx wrote:
Well, there are some here who states that it was removed for balance purposes.

I feel like that one's for me. UW supporters brought up that UW has "no correlation" to gained advantage over smaller aspect ratios, i proved it wrong, that's all to it. I even admit that for most builds it's just a QoL, except TS, which can clearly take competitive advantage. Nowhere have i stated it was the main purpose for it's removal.

But that's the pattern, isn't it? We research to disprove opinion, and it's taken out of context to say we were saying something else all along.
Ruthless should be [Removed by Support].
Last edited by AdRonZh3Ro#4713 on Jun 17, 2024, 4:23:43 PM
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AdRonZh3Ro wrote:
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onexxx wrote:
Well, there are some here who states that it was removed for balance purposes.

I feel like that one's for me. UW supporters brought up that UW has "no correlation" to gained advantage over smaller aspect ratios, i proved it wrong, that's all to it. I even admit that for most builds it's just a QoL, except TS, which can clearly take competitive advantage. Nowhere have i stated it was the main purpose for it's removal.

But that's the pattern, isn't it? We research to disprove opinion, and it's taken out of context to say we were saying something else all along.


I'm not aiming at anyone, it's just that "unfair advantage for UW" point is a common occurence in the whole thread, and I tend to disagree on it in path of exile's context (for reasons that I described on previous posts). But I completely get that on screenshots, it looks like a big edge.
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onexxx wrote:


I'm not aiming at anyone, it's just that "unfair advantage for UW" point is a common occurence in the whole thread, and I tend to disagree on it in path of exile's context (for reasons that I described on previous posts). But I completely get that on screenshots, it looks like a big edge.


But in your post you also say you only experienced one league with 32:9. Presumably, the issues you had with it would be lessened and the benefits strengthened as you got more used to it and practiced in its advantages.

This tends to be true of all "new" tech. There is a certain amount of learning and getting used to the new environment before the benefits / advantages start to show.

It's like picking up a brand new phone: all the new bells and whistles are annoying and a pain in the ass.....until you actually learn to use them and see how much better they tend to make things.
Last edited by jsuslak313#7615 on Jun 17, 2024, 5:06:15 PM
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jsuslak313 wrote:


But in your post you also say you only experienced one league with 32:9. Presumably, the issues you had with it would be lessened and the benefits strengthened as you got more used to it and practiced in its advantages.

This tends to be true of all "new" tech. There is a certain amount of learning and getting used to the new environment before the benefits / advantages start to show.

It's like picking up a brand new phone: all the new bells and whistles are annoying and a pain in the ass.....until you actually learn to use them and see how much better they tend to make things.


While I cannot fully deny this, a league that I enjoy playing it's 150 to 200h of play without much AFK. I think that it's a decent enough amount to get accostumed and have an idea of the benefits. Of course, my feeling about it can be contested, I just speak for myself here. But I'm not any special, and my feeling about being distracted by the edges of the screen also makes sense if you think about how our fov works.

I still have that feeling in other games at this point, several years after getting the display. It's in car sim that I got a real big change with that screen, because you also naturally check around you in a car. In FPS and ARPG, it's a bit worse than a regular display to me, but much more immersive. It's a trade-off that I'm willing to make, I'm not playing thoses game with a PVP/competitive objective, but I do not recommend that aspect ratio to anyone that seeks the best performance in thoses.
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AdRonZh3Ro wrote:
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onexxx wrote:
Well, there are some here who states that it was removed for balance purposes.

I feel like that one's for me. UW supporters brought up that UW has "no correlation" to gained advantage over smaller aspect ratios, i proved it wrong, that's all to it. I even admit that for most builds it's just a QoL, except TS, which can clearly take competitive advantage. Nowhere have i stated it was the main purpose for it's removal.

But that's the pattern, isn't it? We research to disprove opinion, and it's taken out of context to say we were saying something else all along.


So why not fix TS targeting range, along with other skills? Amount of work for it is nowhere near work of implementing functional fog of war from scratch. Don't even need to adjust data sent from client, server can take the vector from caster to targeted point and project maximum allowed distance along this vector if user clicked too far. Instead GGG clipped game for everyone, including those who were perfectly fine with "unpolished view" of monsters on the sides, and it still did not fix offscreen combat.
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Echothesis wrote:
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AdRonZh3Ro wrote:
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onexxx wrote:
Well, there are some here who states that it was removed for balance purposes.

I feel like that one's for me. UW supporters brought up that UW has "no correlation" to gained advantage over smaller aspect ratios, i proved it wrong, that's all to it. I even admit that for most builds it's just a QoL, except TS, which can clearly take competitive advantage. Nowhere have i stated it was the main purpose for it's removal.

But that's the pattern, isn't it? We research to disprove opinion, and it's taken out of context to say we were saying something else all along.


So why not fix TS targeting range, along with other skills? Amount of work for it is nowhere near work of implementing functional fog of war from scratch. Don't even need to adjust data sent from client, server can take the vector from caster to targeted point and project maximum allowed distance along this vector if user clicked too far. Instead GGG clipped game for everyone, including those who were perfectly fine with "unpolished view" of monsters on the sides, and it still did not fix offscreen combat.

Because it is not broken lol :D Some builds are better at clear, some are better at bossing - making all builds same would be boring and that would be bad game design - something even amateur game dev should know.
Biggest compliments for my crafted items - "bs, they must have been RMT'ed"

I'm disabled, I have rare case of semperduravera, so I can write things that may look rude, but it is because of disability - I'm forced to tell truth using words you may not like.
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Nomancs wrote:

Because it is not broken lol :D Some builds are better at clear, some are better at bossing - making all builds same would be boring and that would be bad game design - something even amateur game dev should know.


I was speaking about reliable offscreen range, not about single target vs clear or relative dps lol :D. But even if we go offtopic to what you talk about, poe is broken there too. From the top of my head minions, totems, mines, coc with ice spear, EA (with GMP swap), work equally effective on both clearing and bossing, measured in content completion time. On the other hand, a lot of skills are equally shit at any challenge. Maybe the latter work if you are rolling in mirrors, idk, never had one.

Flavor difference of skills is fine, pushing it to absurd heights and investment levels is not.
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Echothesis wrote:
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Nomancs wrote:

Because it is not broken lol :D Some builds are better at clear, some are better at bossing - making all builds same would be boring and that would be bad game design - something even amateur game dev should know.


I was speaking about reliable offscreen range, not about single target vs clear or relative dps lol :D. But even if we go offtopic to what you talk about, poe is broken there too. From the top of my head minions, totems, mines, coc with ice spear, EA (with GMP swap), work equally effective on both clearing and bossing, measured in content completion time. On the other hand, a lot of skills are equally shit at any challenge. Maybe the latter work if you are rolling in mirrors, idk, never had one.

Flavor difference of skills is fine, pushing it to absurd heights and investment levels is not.

It aint broken, lol :D making skills work same is boooring.
Biggest compliments for my crafted items - "bs, they must have been RMT'ed"

I'm disabled, I have rare case of semperduravera, so I can write things that may look rude, but it is because of disability - I'm forced to tell truth using words you may not like.
What about using same league starters over and over? Not boooring?:) Tradition of "need to rake up a bucket of divines before switching to the build I actually want to play this league" speaks for itself about poe balance.
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Echothesis wrote:
speaks for itself about poe balance.


Doesn't speak for balance, it speaks for the players. Personally, I play something different every time, but even then.. playing something that works for 2 or 3 days and then switching to the next build isn't bad at all.

But what does any of that have to do with UW support? Ugh, tangents.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.

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