Over 1000 posts asking for death recap
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Come on guys. Its easy to implement and you will have satisfied customers.
Just do it! Last bumped6 нояб. 2025 г., 13:38:28
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" It's not. This argument goes back to the beginning of the game. SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.
https://poe.ninja/poe2/pob/ba84 |
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I wouldnt say easy. That could get pretty complicated
“The bird of Hermes is my name, eating my wings to make me tame.” Последняя редакция: Alzucard#2422. Время: 5 нояб. 2025 г., 03:38:16
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+1
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It is easy but it's also not accurate and the closer you want it to be, the more taxing. No matter how much overhead you put on it. The nature of UDP prevents it from ever being accurate.
Even when the client and server are on the same machine too many interactions on the same tick can result in things resolving out of order. This is not noticeable by the player but it is a thing. It's just light weight logging but who's machine gets this overhead for little gain? "Never trust floating women." -Officer Kirac
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I say its easy as a dev.
If it wasn't we would be immortal since (by your logic) the machine wouldn't know what killed us. |
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" Nope. To get a basic understanding why, ask either Gemini or Claude, "how easy or difficult would it be to create a death log for a complex ARPG like Path of Exile 2?" SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.
https://poe.ninja/poe2/pob/ba84 |
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Hilarious how people think it would be hard to do.
- Server knows what damaged you, and the amount of damage, obviously. - Client has to know how much hp you have. Server has to send this information. Now what is so hard in the server sending a packet "1500 chaos damage/death" instead of "You're at 0hp/death"? Yeah, the difference is few BYTES (if even that) compared to thousands it sends every second anyway. There's literally zero reason why this couldn't be done, even 2 dollar indie games can do this. And while we are at it, just send 5 last damage numbers and their damage types, and it would be even better. |
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The Chinese PoE 1 client has a death log, so GGG already has the implementation. They just chose not to include it for the rest of us because... reasons...
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