Did they just say POE 2 Trading is going to be worse than POE 1?

So in the Krip interview:
- About a third of the time in a map should be the boss fight
- Can't open a portal unless you get 2.5 secods uninterrupted
- Boss fights take about a minute whne you know what you are doing

Doesn't that mean trading is going to suck hard?
Last bumped on Jan 12, 2024, 12:12:17 PM
they are listening too much to streamers and alienating their true player base. Honestly, based on what I've been seeing since ultimatum, I really fear PoE2, and if the game is another copy of Lost Ark where you spend 15 minutes dodging a boss that is a damage sponge... I'll just go back to the good old D2.
"
whyBish wrote:
- Can't open a portal unless you get 2.5 secods uninterrupted
And can you log out safely instead?
No wonder it's lost, it's in the middle of the jungle!
"
Zrevnur wrote:
"
whyBish wrote:
- Can't open a portal unless you get 2.5 secods uninterrupted
And can you log out safely instead?
It's been previously discussed that logging out will save the state of your game, so when you log back in you'll be at the same moment.
"
"
Zrevnur wrote:
"
whyBish wrote:
- Can't open a portal unless you get 2.5 secods uninterrupted
And can you log out safely instead?
It's been previously discussed that logging out will save the state of your game, so when you log back in you'll be at the same moment.
I know. But I still have only one statement (without source) as to what happens if you wait a bit before logging in. Or rephrased: Can you safe your char by logging out or no? Or rephrased: Do instances persist indefinitely?
Edit: Or rephrased: Do they really "save" your game or will they just put you back into the (still existing if you didnt wait too long) instance?
No wonder it's lost, it's in the middle of the jungle!
Last edited by Zrevnur on Dec 29, 2023, 11:15:22 PM
Instances don’t need to persist indefinitely. If you’re saving the state of an instanced game, that naturally includes information that defines the instance. They can recreate the instance using its seed, then populate it according to the rest of the save data.

Now of course I haven’t had that double-triple-confirmed to me either. But if this save system really was designed to be made irrelevant by the simple passage of a few minutes, I have no idea why they’d spend the resources to build it.
"
Instances don’t need to persist indefinitely. If you’re saving the state of an instanced game, that naturally includes information that defines the instance. They can recreate the instance using its seed, then populate it according to the rest of the save data.

Now of course I haven’t had that double-triple-confirmed to me either.
Do you have any source for the information? Your interpretation (if it is) contradicts the interpretation which I have read about before... So from my POV this is all unconfirmed yet.

"
But if this save system really was designed to be made irrelevant by the simple passage of a few minutes, I have no idea why they’d spend the resources to build it.
As to why: To prevent boss cheesing. Like:

1. Run out of flasks. Logout. Enter instance with full flasks.
2. Big slam incoming no place to run. Logout.
Etc. None of these would work with the new system.
No wonder it's lost, it's in the middle of the jungle!
"
Zrevnur wrote:
"
Instances don’t need to persist indefinitely. If you’re saving the state of an instanced game, that naturally includes information that defines the instance. They can recreate the instance using its seed, then populate it according to the rest of the save data.

Now of course I haven’t had that double-triple-confirmed to me either.
Do you have any source for the information? Your interpretation (if it is) contradicts the interpretation which I have read about before... So from my POV this is all unconfirmed yet.
A source for the idea that GGG is capable of creating instances in their own game? No, I don’t.

"
Zrevnur wrote:
"
But if this save system really was designed to be made irrelevant by the simple passage of a few minutes, I have no idea why they’d spend the resources to build it.
As to why: To prevent boss cheesing. Like:

1. Run out of flasks. Logout. Enter instance with full flasks.
2. Big slam incoming no place to run. Logout.
Etc. None of these would work with the new system.
Number 2 is part of the reason I assume they must not be limited by instance timers - because you aren’t stopping people from logging out for unearned safety if all they have to do is wait a few minutes.

Number 1 though, sure. Just seems very small-minded reasoning for someone to develop an entire game saving feature. Surely if you’re going to build savestates in the first place you go all the way so that it can even be beneficial, rather than just addressing this one little behaviour.

Or maybe not. Wouldn’t be the first baffling decision GGG have made I guess.
"
Surely if you’re going to build savestates in the first place you go all the way so that it can even be beneficial, rather than just addressing this one little behaviour.
You are using the word "savestates" here. Its the first time I read that in this context.
In order to do the lesser version they dont need savestates. They approximately dont need anything complicated. Only to put the player back into the instance that already exists. Actually they dont even need to do that. They just need to halt the instance and reconnect it. So the gameplay server code itself doesnt need to do anything new. But if they want to do it the proper way ("safestates") they need to be able to recreate instances. With the frequent hotfixing and such at league start this could get quite messy. Unless they would purge those "safestates" with patches. Obviously this is all fixable with proper design but I rather doubt they suddenly come up with a good functional system.
No wonder it's lost, it's in the middle of the jungle!
“Saving the state of the game” = “creating a savestate”. You were okay with the former; savestate is just a shorthand term.

I wouldn’t expect them to suddenly come up with a solution either. But we aren’t talking about suddenly, we’re talking about at least four years of development.

It’s not like handling interactions between saves and game updates is some novel new problem there aren’t good solutions to; practically every game updates. And they can always just use the current system as the failsafe to fall back to anyway. Worst case scenario: the system can’t handle updates at all and someone gets a free safe logout immediately before patches hit. That’s okay.
Last edited by GusTheCrocodile on Dec 30, 2023, 2:23:26 AM

Report Forum Post

Report Account:

Report Type

Additional Info