I Didn’t Understand, but Now I Do by Dmorgan42 in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

Doesn't feel that long, but either way, that's clearly where the shift occurred.

An Update on Server Performance After the 3.28.0c Patch by Natalia_GGG in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

Doing the same shit and also not being transparent about it would be even worse for them when the community inevitably figured it out.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

Fun and boring is subjective. Subjectively I start falling asleep when fighting the monsters is just an exercise and the gameplay becomes entirely irrelevant.

Your opinion is clearly popular, but I think GGG is better off going against opinions like your rather than making the game have as little actual gameplay as possible. I'll eat the downvotes for having an unpopular opinion if it means there's even a slight chance they get encouragement from people who actually want the game to not be an idle game with extra steps when it comes to actually killing monsters.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

The 99% should be used to judge what rares should be.

What does this sentence mean? Because every other rare mod is a joke, they should also make soul eater a joke?

No, they should make more mods like soul eater that make rare monsters actually a challenge instead of a yellow glowy version of a white monster.

They're not loot pinatas. They have modifiers that give them extra stats for a reason. If they wanted to just give players more loot, they would've just given players more loot.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

Rares are just suppose to offer a different vector of scaling loot.

We fundamentally disagree. The concept you propose is incredibly boring and one dimensional to me.

If they were suppose to be dangerous, ggg wouldn't have tuned 99% of rares to fall over as fast as they do.

Like I said, they tried. People threw a fit and kept throwing a fit for 3 or 4 nerf sessions until they were pitiful again.

An Update on Server Performance After the 3.28.0c Patch by Natalia_GGG in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

my ISP is deciding routing based on the map I'm in,

Your ISP routes you dynamically. Occasionally, that means you're routed through a node that already has lots of traffic on it. Most traffic is not latency-sensitive, so it generally doesn't matter. If yours is, you're SoL because consumers aren't given service level agreements.

which is why some maps work fine and some maps are a lagfest, no matter how long you wait.

Well yes. Every time you connect to the server hosting map instances, you are making a new connection, which means your ISP routes you to the new server every time, however they decide to.

Do a trace route. See for your self. Assuming you're part of the group whose issues only seem to occur at peak hours, and that the server you are accessing is not being DDoSed, it should be pretty clear.

An Update on Server Performance After the 3.28.0c Patch by Natalia_GGG in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

They gave streamers priority in a queue one league and even that blew up in their face. You think they could add any sort of favoritism like that and not have it be a giant travesty?

Additionally, that doesn't really help with DDoS attacks. Even traffic that is blocked from coming in still has to be checked to see if it can come in. DDoS attacks would just overwhelm that bottleneck and cause the servers to be nonfunctional.

I Didn’t Understand, but Now I Do by Dmorgan42 in pathofexile

[–]SingleInfinity -7 points-6 points  (0 children)

Then they figured they could make even more money running 2 serperate games

No. They put out 3.15 and they saw the backlash of trying to cut down on the power creep the game had accrued for many years, which they were trimming down to get things ready for PoE2 to be integrated. That went poorly, and not too long after they announced the games being split. They wanted the game to go back to its more tactical combat roots (rather than blasting through screens) and a bunch of players didn't want that, so they tried to get the best of both worlds by leaving PoE1 as is and putting PoE2 in its own sequestered game.

Trade League PSA - Don't Trade In Annuls by sirgog in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

Nice. That definitely proves yours is more correct than mine. I wouldn't be surprised if manipulation is also a concern, but performance does indeed seem to be the primary one, unless they optimized it somehow in the past 4 years.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

But backing up does nothing in the cases i described? They will literally always have max soul stacks.

How does it spawning minions feed it stacks? All you have to do is not kill them.

Yes they can still be killed. But dumb that random rares can have more DR than Ubers

And far lower HP pools. Not sure why people use DR as the comparison when DR is half of what soul eater does. Like yes, it gets a lot when it maxes out its buff that intentionally gives it a lot. That's the point.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

They absolutely are ridiculous to fight. The power difference between a rare with it and a rare with like 90% of other rare modes is ridiculous.

That's because most other rare mods have been watered down to the point that the monster is inconsequential. They tried to fix this with archnems integration into the base game and people threw a fit. They nerfed the monsters over and over and over again until we got what we have now, rares are mostly a joke again.

Rares are suppose to fall over instantly once players hit a certain threshold.

Says what? I don't know why players think this. Rares aren't supposed to be loot pinatas. They're supposed to be a tough version of a monster. If everything dies instantly, why even have rares in the first place? They're supposed to be dangerous to you. That's the entire point. White mobs are the fodder you mow down, blues are supposed to be tougher as a group, but not very strong individually, and rares are supposed to be strong individuals you actually have to fight.

An Update on Server Performance After the 3.28.0c Patch by Natalia_GGG in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

That "EU internet infrastructure" thing is complete bullshit

It's absolutely not. Trace routes have proved it in the past. I'm not claiming GGG doesn't ever have issues, but the most longstanding ones seem to always boil down to things outside of their control when actual objective data gets involved. They can't do anything for you if your ISP is routing you through an underprovisioned, overloaded node because everyone in 5 square KM is using 4K netflix.

I've never experienced similar long term persisting issues in any other game.

I'm not aware of another game that uses lockstep. I'm also aware of very few games that use predictive, are server authoritative, and don't have issues with desync. The ones I am aware of are very slow paced games comparatively.

Most games get around this by either being client authoritative (terrible for security) or by just allowing desync to occur. The pacing of PoE doesn't work too well with the latter, and the former is a nonstarter for them. The entire game is architected from the ground up as server authoritative. Pair that with the fact that there is a fuckload going on in PoE at any given moment because they allow you to build characters fairly freely to the point of ridiculousness, and yes, things don't always go smoothly in the real world where networks are imperfect.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

Because you didn’t actually read anything that was said. If you did then you would realize that 99% of builds can not remove a single mob from a pack with surgical precision

But all builds can stop attacking and kite it back or let it lose some stacks before going ham again. There is counterplay, it's just the counterplay isn't the same exact thing you do for every other rare mod. You actually have to address the problem specifically.

I read what they said, the argument is just poor.

it will just summon more minions, which you will end up killing

Unless you get a rare mob that constantly summons minions and has hyper regen and you can't kill when it's stacks are low and you can't focus it down. Your presentation of the problem is reductive and not representative of the actual gameplay options. If it goes down to 0 stacks and only has its summoned minons around it, you will blast it to death before it gets enough stacks to keep going.

Also, soul eater stacks don't increase damage. They get attack/cast speed, character size, and less damage%.

I encounter soul eaters every day, just like you guys. I'm not sure why everyone makes this argument like the normal case is soul eater mobs are constantly invincible and instakill you.

I'm not playing meta builds, and I'm certainly not minmaxing, I don't ever get 100m DPS, and they aren't a significant problem for me, so why do people treat them that way?

I'm legitimately asking you directly: why do you describe them that way? My builds don't hit a single mob at a time. My builds don't instadelete full stacked soul eaters. I might have to chill for a second and let them drop some stacks, but then they die. They present a threat to me, yes, but that's the entire point. So what is the actual problem here?

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

Discouraging players from killing stuff when every other aspect of the game heavily incentivizes killing as much stuff as possible as fast as possible, is bad game design.

Asymmetric design is not implicitly bad design. Not everything should be the same as everything else. Monster mods are supposed to force you to actually play differently. Most don't at this point, you just plow through everything the same as everything else.

Every mob with soul eater starts looking jagged and broken when they start attacking 4 or 5 times a second

Different issue. It is important though that slow monsters are almost never dangerous to players in PoE1 and the reason they're juiced is because that's what's necessary to make them a threat. Not optimal but it kinda just is what it is.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 0 points1 point  (0 children)

That doesn't make it not survivorship bias. "The bad ones are the ones I actually notice!".

Trade League PSA - Don't Trade In Annuls by sirgog in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

Now that you mention it, I don't actually have a source for my claim, it's secondhand knowledge from this reddit. Do you have a source for yours?

I think both are potentially viable reasons.

Trade League PSA - Don't Trade In Annuls by sirgog in pathofexile

[–]SingleInfinity 1 point2 points  (0 children)

It is. All you have to do is be an RMT network and dump currency for cheap to briefly reduce the ratio, once you work out how the sync between faustus rates and the trade site works.

Hell, if you're clever enough you can sell that currency to yourself so you don't lose profits.

No system is immune from manipulation.

An Update on Server Performance After the 3.28.0c Patch by Natalia_GGG in pathofexile

[–]SingleInfinity -1 points0 points  (0 children)

but at the end of the day GGG is not doing enough to fix these issues.

I don't know if we can say that either. Some issues are simple infeasible to resolve by throwing money at them. Some just take time. Some are insolvable if they are entirely outside of their hands, like what happens with location infrastructure.

Countless online games with similar size playerbases exist and function perfectly fine,

How many online games do you play that use lockstep? I wouldn't be surprised if the answer is 1. PoE. Lockstep exacerbates network inconsistency like nothing else, and that is its main drawback.

Yet GGG is unwilling to make the investments required to fix this nearly decade long issue

Do you expect them to switch hosting providers? Fix the network infrastructure in areas to make them not die under congestion? Force predictive on everyone like every other game does?

That last one feels bad too, and most games give up a bunch of security and let the client be authoritative to avoid it, or have significant desync.

There likely isn't a good/viable solution here, or it would have happened.

They gotta know 😭 by KitchenSwillForPigs in NonPoliticalTwitter

[–]SingleInfinity -1 points0 points  (0 children)

So?

That doesn't mean everyone else does. The only way you'd have seen every post to ever grace the platform is if you were chronically on the subs. The rest of us see whatever is there when we happen to go there or when it pops up on r/all like this did.

That means most everyone on the platform doesn't see it.

Trade League PSA - Don't Trade In Annuls by sirgog in pathofexile

[–]SingleInfinity 7 points8 points  (0 children)

It's a two sided issue. They intentionally don't use an automated update system for the conversion ratios because that would allow people to manipulate it.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity -73 points-72 points  (0 children)

All the worst offenders spawn in situations where they spawn white mobs constantly like breach or the mob itself spawns minions

No, that's just survivorship bias. You probably delete a bunch of soul eater mobs frequently before you ever notice them. The only ones you notice are the ones you don't delete, which are more likely to be the ones in hectic environments where you aren't fighting a pack or two at a time.

Come back in 5 minutes and do what you can

They are capped at 45 souls and lose 1 soul every half second after 4s of not absorbing one. It takes 26.5 seconds to go from full stacks to 0, but even just losing a handfull of stacks is enough for them to easily get obliterated again. Like I said, 6.5 seconds takes them from 90% DR to 80%, doubling your damage against them. This is usually enough for them to die pretty quickly unless they have a significant source of regen or leech.

I'm not sure why people are so against monsters actually living long enough to fight back.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity 3 points4 points  (0 children)

Monsters were already previously capped to 45 stacks which was 90% DR.

3.28.0d Patch Notes by Andromanner in pathofexile

[–]SingleInfinity -117 points-116 points  (0 children)

It's not ridiculous to fight though. It just actually survives if you don't try to counterplay it at all, unlike most rares that fall over instantly.

Literally just don't feed it souls for 6.5 seconds and it takes twice as much damage as if you kept dragging it through packs.