Will maps ever stop resetting the second you leave the zone?

I am also a programmer. And there is a difference between: “it’s working as designed. We’d like to change it, but right now it will stay that way.” and “It’s not working as it should, it’s a bug”.
Zone instances are working as designed, even if they’d like to change them eventually.
Bows missing all the time is a bug. It’s not intended nor was it ever intended.

This distinction is very important for programming, especially regarding priorities, since bugs get a higher priority, most of the time.

I won’t actually have this conversation for very long, as you will just keep insisting I see things from your perspective, but that isn’t the perspective that is in play here.

When a programmer is interacting with QA or architecture, sure, this distinction means something because it effects defect counts and velocity. It’s clear why you care.

When the conversation includes the customer, it doesn’t mean shit and it typically makes the customer even more unhappy. OH LOOK! We’re on the customer portal. Arguing with a customer whether or not something is a bug, even though it’s not working as desired due to whatever is not a conversation you actually want to be having. It’s the wrong kind of ‘right’.

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Ok, I see your point and will concede that it’s also a fair one.

See! That’s the kind of argument where you win by ‘losing’! I’m so happy for you! I look like an ass (cause I am), and you took the high road. You go boy! :melting_face:

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:joy:

It wasn’t because you conceded though, I can be stubborn as well. It’s just that what you said ressonated with what my boss tells me often. I don’t usually deal with customers directly.

I know zilch about coding, but in D3, stuff stays dead until you make a new game. That, to me, is the dream, and it’s what I wish LE had, too. So, why is that? Is it that much harder to code?

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As has been said in this thread, it’s all because of performance issues.

I have also noticed this and it is annoying :slight_smile: Glad to hear it’s on their list of things to fix.

Seems like a good solution is everything you kill in a map should stay dead during the current session. If you log out, that resets the maps. Except for monolith of course, those should reset every time.

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You are so nice. This (above) was a completely unnecessary ass-ish thing to say that added nothing the conversation. I am, and should be, ashamed (just a bit though, I am an ass). I literally just gave Llama shit about saying unnecessarily confrontational things and WHAM!. But on me it looks good! lol, oh boy.

You are a true gentleman, and I appreciate you.

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Everybody plays differently. Just because you don’t want this, there is obviously a huge list of people that would like this to work properly. And some of us like picking up loot, going to town, sorting it and selling it. That’s part of the fun of the game for us.

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Ummm, saywhatnow?

Go up to Feb 23 exchange in this thread. Basically your were having a pissing contest about what the word “bug” means. My take was, ‘are either of you getting paid for whether this is a bug or just not working as desired?’ No? Then this is a pointless ego-driven, wank-fest.

And then I did the same thing with DJ, and I was slapping myself in the head over it.

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I don’t intend to start the whole debate all over again. I just want to mention that I definitely understand that to a non-programmer it’s hard to know the difference between a bug or a bad design decision, but there is a big difference to a programmer. Since I am one, I do tend to nitpick over this.
But yes, to a non-programmer there is no difference, it all falls under “it’s not working properly”.

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Last recent statement from a dev i know of will have to search the net for a link.

One of the devs said the map reseting is a bug think the term fog of war was used… But the mobs respawning isnt a bug and is intended

Dont think anything about loot was said in the statment. But like i said i need to find the link to it. I do know it was talking about what is the bug with portaling out and whats not that being mob respawning

Not how they want it to work. We can just stay away from a label, because the labels are meaningless for this topic.

Devs have said they want the way portal/leave zone is currently working to work more like other ARPGs. Currently it doesn’t. When/if they can, they will make changes.

It matters what EHG calls it themselves, because that is business communication with customers. Customer communication is super important, simply from a business perspective.

For me, players arguing with players about what to call it is meaningless (bug, defect, whoopsie, currently unfortunate behavior, whatever). I think it’s a waste of time. It’s sufficient to say, “EHG wants this to function more like other ARPGs, they’ll change it when they can”.

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That isnt what they want. They want the maps fog of war to remain when u use a waypoint or portal.

They do want mobs to respawn. Which is working as intended. Fog of war isnt

Mobs respawning is a good thing. It makes it so u cant just cheese content by portaling out like u can in D2/D2R poe and other such games.

If it was me i would just have bosses reset when portaling out.

Customers arent always right about whats best for the game.

Map permanence i agree should be a thing. However i do actually like how they want mobs to respawn as they already do. Also gives u an opportunity to farm up some more loot. And for what i said above.

Altho this could be done in a poe fashion where we can choose to reset the instance to farm again. But then how do u prevent the cheesing i talked about

I don’t care about the respawn but some things annoy me really hard with the current implementation:

  • Fog of war makes no sense at all as all maps have static layout
  • Waypoints and Zone entrances/exits are camped by monsters but when you enter
    • all your skills are put on cooldown
      • as a Permaspriggan build for example I can’t get into Sprigganform because it’s on cooldown
      • as a Mage I have to wait 17 seconds to use my Flame shield which is both an offensive and defensive skill
    • as a Summoner I spawn without any minions after login and have to summon them inside a pack of monsters or do some weired pre-summons in the monolith of faith or sth.
    • you get limited/short grace period and can still die in the loading screen

etc.

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That hasn’t been my experience, to be honest. In fact, when I use a cooldown skill before loading, it’s usually immediately available after load, whether during campaign or in echoes. Usually that’s when I cast those skills (if necessary).

This is actually annoying, though, to be fair to EHG, only PoE has this feature and for many years it was only for “special” summons (D2 also had this for Iron Golem), like spectres and Iron Go… er… I mean, Animate Guardian :laughing:
In short, I expect this is not as easy to implement and/or it can cause performance issues (by increasing required resources).

I also haven’t had this issue, but I can understand that it might happen. I think an easy fix would be the server maintaining grace period until you move. Kinda like what already happens when you go back to your echo waiting room.
Another option would be to have the client (PC) tell the server that it has finished loading everything properly so it can start the countdown. Although option 1 would be preferable, since people might have to leave for some reason, like answering the door.

What you describe is what I would call, “work more like other ARPGs”.

  • Discovered part of the map staying discovered (fog of war). check
  • Items on the ground still being there upon returning. check
  • Portal being somewhat reliable on where it appears in town. This should be yes! having the portal appear randomly in town is fucking stupid.
  • mobs respawning? The only place this even means anything is the campaign, and it’s really only a little annoying. So I think only new players care about this.

“cheese content” - What? Maybe for some other game … like you said, Diablo franchise or PoE, where health or mana don’t come back so quickly, and portions are important, yes. But in this game? Seriously? I’m simply unable to get my head around what you mean by “cheese content” in this context for this game. The campaign is the only place this would even make sense, but it doesn’t make any sense because simple mob clear during the campaign in this game is trivial. I don’t get it.

Places where portal not deleting items on the ground would be nice:
EVERYWHERE were a prophecy might drop a bunch of items. End of mono, echo boss. Dungeons typically have a chest nearby, so no need to portal there.

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Cheesing content via portals mostly means, for example, portaling out in the middle of a boss fight to resummon your minions then going back in full force. Or set up your buffs again, in this case something like Sigils of Hope, for example. Or simply regen mana/health/ward.

I don’t think that’s the reason why this happens. Mike has repeatedly said that the current system works like it does due to resources/technical limitations, but this is something the devs will certainly consider when they change it.

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