0.1.1 Patch Notes

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Gnada#7634 wrote:
GGG, why on earth have you left the multithreading enabled crash on map/zone load bug in this game for over 1 month?


Is this really how people believe software development works? "Oopsie, we meant to call loadNewZone() but actually we called crashTheWholeSystem(), it's a typo we could easily fix but we've decided to leave it in the game anyways."


Pretty much, yeah. I don't develop but I do enough work adjacent to several different dev teams to know that it's ALWAYS more complicated than the user assumes at first glance. Especially when any legacy software (engine in this case) is involved.

Heck, sometimes the people who could more easily bring you some answers are no longer part of that team, or have moved on from the company entirely. Often, dev work is like translating an ancient language that you've just seen for the first time :P



Uh, it's not really that. They can easily do integration and regression testing in-house (by easily, mean the frameworks exist), but accounting for every edge case of end user hardware/software combinations isn't as easy. They have to pore over millions of logs to try and identify a pattern which could be something as simple as a bad address call.

Software development work is pretty easy until you give it to a customer.
Blah
Last edited by Cajual#4575 on Jan 16, 2025, 9:44:40 PM
GGG
-|- GrimLicorne -|-
get rid of xp loss
Last edited by Pharkue#9536 on Jan 16, 2025, 10:03:10 PM
This patch did nothing to address the instance crashes that come from running breaches, especially those that spawn 10 breaches. It's almost impossible to complete them without having an instance crash. I managed to even get one when I was not inside the map, just organizing my stuff before going back.

It makes it 100% pointless for me to play the early access since breaches is all I care about running at this point, and I'm always just flipping a coin whether it's going to reset my progress or not (if not hard freeze my PC completely due to another ongoing issue).

No more PoE2 for me until this is addressed :\
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This patch did nothing to address the instance crashes that come from running breaches, especially those that spawn 10 breaches. It's almost impossible to complete them without having an instance crash. I managed to even get one when I was not inside the map, just organizing my stuff before going back.

It makes it 100% pointless for me to play the early access since breaches is all I care about running at this point, and I'm always just flipping a coin whether it's going to reset my progress or not (if not hard freeze my PC completely due to another ongoing issue).

No more PoE2 for me until this is addressed :\


Same it destroys my build and the cards have more than 3 breaches don't work I think I lost enough time like that, it would have been good, I have tried hard now thank you see you soon I will come back if the game offers more diversity of construction and all it's disconnection concerns disappear.
Dont know if its allready mentioned, but the visibility of those Ice-Bombs from Rare mobs is still not there - it even seems on some maps that it got worse.

I dont get why you dont take the Community Feedback properly.

Community pretty much 100% said get rid of those On Death effects and random floor effects - there is way too much of it in the game - GGG Reaction: we now make them more visible (and fail doing it)

Community tells you that the 1 Portal thing is bad: "We add more portals to Pinnacle content"

There is no freakin' reason to punish death in maps that hard.. i cant believe GGG devs dont get that while saying they play the game themselves...

I Understand its all early access but the stubborness of the Devs destroys a lot of the hope i had about them addressing community feedback.


And on top of all that Poe 1 development seems to suffer heavily because they didnt expect the workload needed for Poe2.

The current state makes me really sad, the games are really good and i enjoy them but the stubborness of the devs makes me crazy
So. I had this area on the Map Device all juiced up via 5-6 towers. There was a cluster of 5-7 maps - Most of them had Boss/Breach/Corruption/Irrediated etc.

Then when I cleared the last map that lead into the little cluster of goodiness, the entire layout in that area changed and they all vanished/got replaced with different nodes.

Was this intended?
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Cajual#4575 wrote:
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Pretty much, yeah. I don't develop but I do enough work adjacent to several different dev teams to know that it's ALWAYS more complicated than the user assumes at first glance. Especially when any legacy software (engine in this case) is involved.

Heck, sometimes the people who could more easily bring you some answers are no longer part of that team, or have moved on from the company entirely. Often, dev work is like translating an ancient language that you've just seen for the first time :P



Uh, it's not really that. They can easily do integration and regression testing in-house (by easily, mean the frameworks exist), but accounting for every edge case of end user hardware/software combinations isn't as easy. They have to pore over millions of logs to try and identify a pattern which could be something as simple as a bad address call.

Software development work is pretty easy until you give it to a customer.


Well, that too. There are a lot of factors involved that make it more complex than it seems on the surface. Again, at least from what I overhear.
/popcorn always, because people
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Map (Waystone) Stash Tabs. ?????、

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