Gameplay "Profit & Loss"

Would be very nice if the storage and share storage had multiple tabs in them.

wait for the expansion then (for char storage, shared already does) :wink:

So… about Blood of Dreeg…

For me, the annoyance of having to reapply that power, which is obviously meant to be an always-up self-buff, every 30 seconds, provided enough loss for me to no longer want to play the entire Occultist class ever again. It did this within about two hours. Many others feel the same.

The idea has been proposed that the nuisance of needing to hit the button every 30 seconds ad nauseum, is the “cost” players must pay for it to be more powerful than a typical toggleable aura. I refer you to your own post above. XD

The best solution I’ve seen is to add a one-point Transmuter to turn it into an aura, and reduce some of its effects to compensate. Or, if enough people feel it should be an aura by default, do the reverse, perhaps, and make the transmuter revert the power to how it is now for “old school” people.

I mostly use Blood of Dreeg for the healing on demand and making it an aura would just remove an healing options for hardcore players (my guess is that everyone asking for BoD being an aura is a softcore player, cause any hardcore player would never gimp himself removing a healing ability from his build).

Hmm, that’s a good point. I suppose then that the modifier power would be the ideal solution.

100+% uptime castables could stay up and still have an on cast benefit with cool down. An interface change would be required with some way to turn off the ‘aura’ part.

I wish the ‘loss’ of having to set multiplayer join options every time you enter the screen would go away (not sure if steam version specific). Also that selecting Elite or Normal shows only those modes not Veteran as well.

Also frequent multiplayer client crashes are a pretty huge loss. Never crash single player and hosts hardly ever seem to crash but for most of my characters a multiplayer SoT, BoC or PV run is more likely to be ended early by a client crash than a death. Frequently more than one player will crash within seconds there really is some horrid multiplayer bug that needs fixing.

I’m can’t be sure but the crash always seem to happen when someone else join the game and it kinda make sense that it is the moment it happens.

I mean you are hosting the game. The game remember everywhere you went and every monster you killed. It also remember every drop that did happen in the game.

A new player join the game. His game need to learn all that happened since you started longer the game has been going higher the risk of a disconect on the client side cause the new player is taking too much ressource.

Honestly this explanation really seem to be what is happening.
I was able to do All Elite in a single sitting playing 2 player (with a PW) without a single crash.
I’m able to run all Nemesis + all Rogue in a 3 players game (with a PW) without a single crash.
BUT when I run in a 3 players game that we got Cronley/Fabius and the gardian down and we are now running a Rogue dungeon if someone join in to get Spot #4 we are getting a disconnect and now 2 out of 3 times something more like 19 out of 20.
The main MP problem really seem to be “On Connect” and as long as it will be Hosted on the player side I’m not sure if there is anything that can really be done about it. Maybe make the map update when someone goes into the region ? It might create some lag instead of a freeze and disconnect.

A huge lag spike when someone joins is a given (and another bug). I have never associated client crashes with joiners. I am sure I have been in full games where all 3 clients crashed out at the same time.

Someone on screen pops a chest - crash. Someone appears from an on screen player rift - crash. Nothing obvious - crash.

Some players have suggested it is nVidia associated, I have an nVidia card so could be.

We might have different experience than and if some people point to Nvidia being part of the problem it might explain why I don’t get the same feeling as you.
On my side 99% of the crash is directly associated with a game that has been running for sometimes (change were made to more than 1-2 area Nemesis farming will create fast crash situation if each of 2-3 players all go into different direction for the hunt) and a new player join in creating that lag spike and crashing either the host (which result in everyone crashing) or all others player (game stay up everyone else get thrown out). If you are experimenting something else I guess it must be very sucky cause at least on my side like I mentionned I’m able to have long gaming session crash-free as long as I add a PW to my game and limit the In/Out. (Going out logging in SP to swap stuff around from a mule to my main character and coming back in can be a dangerous move!)