I love POE but I can't play it. Please POE2...

tbh poe1 is an old game and is DIFFICULT.

to me its difficult in a way that its INACCESSIBLE for casual gaming.

the things you asked for will never be implemented into the game simply because the game might not handle it well enough.

the devs allowed 10001 projectiles to appear at once, each having the ability to cause buffs/debuffs and each require 1001 different conditional calculations.

to have all these numbers recorded somewhere, processing power is required. it is too expensive for ggg to implement. and even if they did, then the question becomes can your pc take it?

lets be real, the game isnt even optimized too properly. i run flicker strike with poison. if i flicker into a pack of monsters that is affected by damage immunity shrine, the game will start lagging and eventually my game will crash if i dont stop flicking.

but on the flipside i DO want a death recap if it is possible. just that given POE's current state. it simply will not come anytime soon (unless ggg wants to surprise us).

as for "locking your character". i get where you're coming from. you come from where i come from. we play permanent games. we "hate" change and love permanency. i can imagine an old fan coming back to POE and looking at their "awesome character" but now you have to respec him because the passive tree has changed. like wtf, i need to relearn the passive tree and relearn what passives to take etc before i can continue playing on my old character again???

unfortunately this too CANNOT happen. because POE is not a traditional game. it is an evolving game.

our passive tree has had major changes over the years and GGG is not going to preserve old passive trees for a few player's sake. also they do not want to deal with the possibility of old tree causing unknown bugs or unintended interactions that can cause the player to overperform. the best way moving forward is to force players to respec.

i do understand where you're coming from unfortunately POE simply isnt that type of game.

the passive tree itself is huge and complex. the very placement (actual location) of the nodes can have a great impact on your build. as it can interact with jewels which can give bonuses to passives within a certain radius.

as for "what killed you". i would say POE1 is in a place where i HATE how deadly monsters are. sometimes the combination of mods they get can be really deadly where you can be happily blasting thru maps deleting everything for 10-20 maps then suddenly one stray mob obliterates you out of nowhere.

the best i can advice is to run lower tier maps and DO NOT ALC and run.

if you hit a mob and YOU die. my best guess is the map has a reflect mod. your damage is being reflected back at you. if this is true, this is a YOU issue. you should not have run a map that reflects your particular damage back at you.

there are a lot of detrimental map mods. i hate many of them but i always have the option to either reroll them with chaos orbs, or simply not run them entirely.

map sustain is real good now.

if we're talkin poe2 tho. i imagine it wont be too different from poe1.

it could be different. IF the devs decide to make it different.

but stuff like character/passive tree permanency is likely NOT going to happen.

death recap? maybe but unlikely
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Hey

Thanks all for ur replies!
Cudos to the old-timers past 35! :D

So to keep it "tight"

1. Skills lock down
Keeping old tree is not an option argument.
Sorry but no. You keep THOUSANDS of items in ur inventory with old stats/etc.
They don't change each league, do they? A new ver gets released, it is an additional item.

THE EXACT SAME THING CAN HAPPEN TO UR SKILLS!!!
U get a lockdown tree with ur skills as they were on the last league.

Thats it. U make the skills work the same way as items and u have locked down class.

This is few days of coding + few weeks/of testing. ITS NOT ROCKET SCIENCE.



2. Death log.

As to death log and the argument of processing power.
The system does the calculation FEW HUNDRED TIMES A SECOND.
There is no "this will be a lot of resources and we don't have processing power' argument here.

I'm sorry.

They can implement log and stack trace of last few hits and see last 2-3 seconds of damages received.

Its just time

And POE2 is the PERFECT time to do it as they rebuild most of the systems so if there was time to do it, NOW IT WAS IT.

wish is good, but time is cruel !!!
I'm 37 and dumb as hell. If i can play this game successfully then anybody can. Try harder
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CAKE#4700 wrote:
What you ask is not possible to do, so we ought to gatekeep the game from you and you should just go play warframe, minecraft, diablo2 or whatever.

You see, the tree resets happen because the tree is getting changed all the time, for balancing, league, implementing new mechanics etc.

So best you can do is it save your tree, in path of building for example and build something similar in new tree when it is updated.

Death history is more reasonable ask, and there really is not some great reason to not have it.


Being developer I'm fairly sure it is possible.
All it is is database copy lock of stats/skills/gear that gets applied to character + some extra logic to make it work.
There is nothing stopping them from having a list of items ids + skill ids with stats that get applied to character during gameplay. If character is locked, history state gets loaded, if its unlocked, live server stats apply. Nothing is impossible.

Nothing prevents them from doing it for STD.



If it were that easy, we would already have a feature that would preserve passive allocation. It is not that easy. There are passives and even keystones that underwent changes throughout the game's lifecycle. Some might be simple stat changes: 10% increased attack speed is now 8% increased attack speed.

However, some passives might have been changed entirely, or moved to another location on the passive tree, or removed entirely. When changes of this magnitude happen, you won't be able to preserve you character's passive allocation - the ONLY way is to reset the character's passive tree and allow the player to reallocate his passives. Not sure why, as a dev, you don't understand this very simple logic.

And by the way, as others have said, the character you tried most probably died to reflect. Also a very simple concept, no death history needed :)
"

Being developer I'm fairly sure it is possible.
All it is is database copy lock of stats/skills/gear that gets applied to character + some extra logic to make it work.
There is nothing stopping them from having a list of items ids + skill ids with stats that get applied to character during gameplay. If character is locked, history state gets loaded, if its unlocked, live server stats apply. Nothing is impossible.

Nothing prevents them from doing it for STD.



This shows quite well that you aren't actually a developer -.- For every patch level a snapshot? Why would they do that? Its a lot more efficient and effective to have one realm of the game, not 25 because some people are too lazy to rebuild their characters. Which leads to the next problem, balance. Even standard players want a balanced game. Which doesn't stack with your expectation at all.

and death-log? We already had that discussion dozens of times, long ago etc. They won't implement it. Google it if you want to know more.
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
"
Hey

Thanks all for ur replies!
Cudos to the old-timers past 35! :D

So to keep it "tight"

1. Skills lock down
Keeping old tree is not an option argument.
Sorry but no. You keep THOUSANDS of items in ur inventory with old stats/etc.
They don't change each league, do they? A new ver gets released, it is an additional item.

THE EXACT SAME THING CAN HAPPEN TO UR SKILLS!!!
U get a lockdown tree with ur skills as they were on the last league.

Thats it. U make the skills work the same way as items and u have locked down class.

This is few days of coding + few weeks/of testing. ITS NOT ROCKET SCIENCE.







the items actually do work differently if they change how a mod works that is on the item. what im about to say is not exactly correct but it is correct enough and hopefully understandable.



in 2013 an amulet with tier 1 crit multi had a stat like this:

75% increased critical strike multiplier

your base critical strike multiplier was 150%, this increased it by 75% so it gave you 112% crit multi.


they changed 2 things about how a crit multi stat on an item like this worked. first they changed it from being "#% increased critical strike multiplier" which was increased your base crit multiplier by a % to "#% to critical strike multiplier" which simply added to your existing crit multiplier.

secondly they changed the values so that the max tier 1 roll was 38%.

when they did this that amulet someone in standard owned changed to this:

75% to critical strike multiplier

which gives you 75% crit multi, not 112% like it did before. the value remained at 75% tho, it didnt change to 35-38% which was the new T1 roll.




so whats happening here is that the item had 2 things on it for this stat, a reference to a stat in a database and a value of 75. the wording "X% increased critical strike multiplier" and how that actually functions mathematically in the game is all coming from the central data base, when they update that stat in the data base then any item referencing it changes.

so the items, the skills, how everything actually works right down to the text on the items is coming from the central data base. they could change the crit multi line to say "X to maximum life" and change the maths linked to it to give you max life and your amulet would suddenly say "75 to maximum life" and would give you 75 life when you put it on.

they cant change the 75 tho, that is written on the specific item and that is why you would need to use a divine orb to reroll that value into the new bracket.



this is why some items go legacy and some dont, and some like a crit multi amulet do both where the wording changed, they function differently mathematically but the specific % value did go legacy.






so there would be a lot you would need to do to freeze a character. the entire way the game works is referencing a central data base of functions, maths, text, you would have to redirect the entire way everything mechanical works to read from a difference source and then make a snap shot of how every piece of maths from items, passives, skills, supports etc worked and now reference all of this.

how does that now work with monsters? an old reave might have had 75% damage effectiveness which might have since changed to 250% damage effectiveness + 50-120 added physical damage, and new daggers have new tiers of physical mods and w ehave new passive scaling so now mobs life is based around characters that naturally do 50x more damage than they did in 7 years ago with similar levels of gear. do you also snapshot all the monsters and the types of monsters the game spawns to make sure this snapshot character can still actually play the game?

what do you do for new content?

how does this work?



i dont know that its actually a simple thing or even really possible to implement at all?

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