saw it, after I posted again. That is my bad. I am not technical enough to understand why this is an issue with LE so, I’ll accept that. It should also be said, I love the game, so while I do not like it, I’ll just keep trying to find work around for the things that frustrate me. There is quite the list, but again, those are me problems, not LE problems.
Not related to the topic, but I have to say how much I appreciate your behavior and attitude. Folks never hesitate to spew garbage in a reply, but rarely every acknowledge it and apologize. I genuinely appreciate and respect you for that!! I felt it should be said.
I wish someone could explain the tech behind this because most of the time more players in one spot lead to more server strain then a few people on different channels. In PoE for example town hubs often kill the performence of the game for whatever reason but when I visit a town hub with few people in it everything works smoothly.
I wish there was someone who could translate ther tech backround in simple words for dummies like me ^^. So far “everything” said goes against everything i experienced in 30 years of gaming.
@EHG_Mike can probably explain this better, but the way I see it is:
At any given time, you’re more likely to have more players in a town than in any other given zone. And towns are places where the players actions have much less impact on performance vs a combat zone with all the mobs and skills and fighting going on.
So instead of having, for example, 1k towns with a single person in them, loading and unloading as they’re constantly going in or out, you instead have 100 towns with 10 people in them. And when someone leaves, there is a spot open for the next person that goes in, instead of having to unload and reload new zones all the time.
PoE has performance issues in towns because they let too many players in each instance, which then gets flooded with all the MTX, especially stuff like apparitions, pets, etc.
As long as you can balance the amount of players per instance, it will always lead to requiring much less server space.
Player models in town are manifestation of data though. I imagine it’s not impossible to make them just not appear for the client (or at least be 100% transparent), even though they’re technically there.
It might not improve your performance but can contribute to that solitary feeling OP is after.
Sure, maybe that’s possible. I don’t know the technical requirements required for that. I expect it might even increase towns performance. Only the devs might answer that.
I know that for many people this is a non-issue, but I’m aware that there are people with social anxieties to whom this might be an actual issue. So if we can find a way to please them without hurting performance for the rest of the game, I’m all for it.
The ability to set a “do not disturb” status might suffice? Maybe make it configurable so that friends can interact, but strangers can’t?
At first I was confused about your post (what’s that dude on about??) because no one has ever attempted to interact with me in town. But then I thought, there must be more to it.
I’m not yet finished with the campaign though so maybe I haven’t received the full town experience. So far I might as well be playing offline for all the interaction I get.
I don’t think the problem is interaction. Some players are just annoyed by seeing other players on their screen. And people with social phobias might also feel affected by it.
I would imagine that if each server instance used X units of server juice, then if you put 1 person into each that’s going to use a lot more server juice than if you put >>1 people in said instance. I’d also imagine that the server doesn’t need to animate all of the MTX, all it needs to do is tell each other player that the people in the server are using various MTX & then let the player’s pc’s have the fun of rendering it all.
I also imagine there would be some overhead involved with match-making and/or joining other player’s instances for MP. I couldn’t imagine why there couldn’t be a toggle to show other player models or not… perhaps they would still occupy the space, but at least you wouldn’t have to look at them. Kind of like closing your eyes when someone is annoying the fawk out of you – sure you can still hear their grating voice, but at least you don’t have to look at them, and temper your (growing) rage.
Multi-tenancy is not a new concept so I get sharing load across server instances. I’d imagine having to allow interaction between players in town would actually put more strain on a server / server instance than allowing multiple clients to connect and use the server without a town experience. Therefor I can only assume the intent is purposeful and to create a sense of community. For some that feels artificial and would prefer to not have other people running about on the screen.
I’d say if you were going to create a town feel then allow people to easily do something with that. As a player I might be interested in kicking off a game with a person who was similar level to me, or at a similar point in the quests, or have a specific skill to compliment mine - that would be a reason to have a meeting place.
Or, if it were somehow needed as a location for trade like POE hideouts.
I still don’t buy the explaination with server resources as keeping 10 people in 1 zone requires server to notify clients about looks and movements of 9 extra people. That’s network bandwidth wasted as far as server resources go.
As server resources go, memory limits would be my guess and perhaps memory leaks on constant spawning and despawning instances lead to waste of memory, but memory leak is a BUG and needs fixing, not band-aid.
If they don’t want to spawn town instance for everybody because of memory consumption, then they could just spawn one permanent town instance per in-game town, disable player interaction and collision and be done with it. Bandwidth usage - optimal, memory usage - constant and minimal. So it seems like there is more at play here than just “server resources”, like they want us gathered around that chest at the end of time for some reason they don’t want to admit.
Loading a new town is server space that is being occupied. The space being occupied by 1 person is much smaller. Keeping track of gear/movements/whatever doesn’t really take space, it’s just information to and from the server (player A moves, server receives that, sends out info to the other players, no space was occupied).
If you create one town for everyone, you will need 1k servers. If you use MP towns, you need 100 servers. It’s simple math. There’s a reason why all recent live service ARPGs (and MMOs) that expect at least a resonable amount of players use MP towns.,
I do agree that it would be nice to have an option to just not see players in town. I expect that would actually help with performance.
I think that I will be playing offline mode exclusively and thus not engaging with the mtx shop due to this. I find it really distracting having a bunch of people running around in the break areas between fighting enemies.
It should be noted that most of your endgame is spent at monos, dungeons or arena and you don’t have other players there. So this is only an issue while you’re doing the campaign.
People are strange.
I have zero issues seeing other people running around Towns, could be an issue if it was in maps.
And with 1,2 k hours played I barely stayed in towns.
As pointed out by DJSamhein
Routine is log in, as soon as I arrive in end of time sometimes I run around to chest and seller, but most times I go to monolith as soon as possible. From monoliths sometimes I go to dungeons and then from dungeons come back directly to monos.
I’m trying not to dismiss other people problems, since some minor details can affect differently each one gameplay and impair the experience of some with the game, but I can not help to think if this is really an issue or is it people seeking problem where there is nothing to really worry.