21:9 Resolution Discussion Compilation

I already covered this video up, if you read the replies on the thread you’ll find the teleport range seems fixed, the agro range seems to have problems both on 16:9 and 21:9, the remaining issue on monster AI behavior if the player plays the game on that particular way is listed.

If any game breaking aspects are found, I’ll list. As much as I’d like to play without black bars, I don’t want a broken game.

You covered it but your answer was biased - monster behaviour is the same in 4:3 and it doesnt change anything, now take a skill like multishot for example - you can all the sudden clear entire CS without ever aggroing a mob and it is going to be fool proof because you will see the mob from twice his aggro range.

Yes, thats covered in the second point. People with 21:9 can see and target things farther. I use 21:9, but I don’t want to sound biased. If there is some better wording, I’ll change it.

I added a few more points you brought up, see if theres anything more I can do

Let me just add my personal opinion on this (which is personal so I wont put on the OP). You can see and target things further, yes. But it’s not such a big deal as it appears to be. It may be game breaking if you never used uw, but in reality, it’s not. That’s probably why you never hear a complain on other games.

There reason you seem biased is because imo you dismissed it to lightly

It actually is source of the problem - lets go back to bowa, multishot and CS. On 16:9 she can multishot blindly, but beside leech have no idea if she hits something and eventually have to go and risk aggroing mobs. With ultrawide she can actually clear everything without ever risking anything, so she is too strong. Issue is you cant actually nerf char, whose budget version is worth in HRs about 5 geared sorcs/hammerdins and both of those will perform better.
Now if you say that increasing aggro range can solve the problem, then you will probably have bunch of 16:9 players racing to thank you for that after they get fried by Souls upon entering Plains of Despair

This essentially means that you sacrifice game mechanics for slightly better look.

Edit: Comas and stuff.

OK, so you are going to refund because you cant cheat in your “singleplayer experience”, good for you. Id be ashamed if i were begging to implement a broken resolution support wich allows me to tp from rof wp to cs star in 3 clicks. That is the same that using cheat codes in videogames.

Dude, you write like 21:9 can see the entire map of an area. It is not that big of a increase. You can barely see a bit forward. Watch people playing in 21:9, the game functions the same. If it broke the game like you imagine, I would agree with you and would change my mind on the subject, but it’s not like that at all.

Yea right, it’s not quite like that.
Besides, compare that cs clear speed with hdin or light sorc, when you’re playing like a wuss with bowa hitting mobs only from the edge of your screen, it would be achievable on 16:9 as well by the way.
Also, mobs would react to that range in cs, you’re comparing 16:9 to 21:9 not some aspect ratio which is abused to extremes.

You’re bringing up examples from abusing unlimited aspect ratio not comparing teleports on 21:9 screen to 16:9, actual difference would be like 10 vs 12 teleports.
And also. It’s been addressed, capping teleport range to 16:9 on 21:9 screen so you wouldn’t have longer teleports on ultrawide.

All of the pros and cons are further exacerbated when you consider that folks are also using 32:9 monitors - literally twice the horizontal screen real estate compared to 16:9.

the idea of displaying monsters and terrain for 21:9 and 32:9 but disallowing interaction with the things within that extra screen space will make for a pretty dumpy gaming experience, overall.

The problem with this is that you have now expanded the aggro radius for 32:9 monitors, which will effect the gameplay of 16:9 players (all the consequence, none of the benefit) which has dire impact on hardcore players.

EDIT: Consolidating my posts lol.

32:9 is a completely different subject. The only similarity between 21:9 and 32:9 is the marketing term “ultrawide” and it stops there.

I don’t think enabling 21:9 opens a breach and allows people to play on 32:9, but I’m not an expert

Might seem like a bit harder nut to crack indeed.
I don’t think travelling spells have so big of a range though that 32:9 would get to abuse it the way you mean.

No man it does not, Albion online is one example, you have mobs on screen but your spells don’t reach them, they have cast range, similar feel you would get by limiting casting into 16:9 area.
There are plenty of other games also, it’s just different from d2 currently which makes you feel this way I think.

Its exactly the same issue and exactly the same conversation.

The conversation is literally should the game scale to fit the resolution and provide extended viewable and/or interactable range.

You are totally allowed to think that, but you would be wrong. The spells range is far enough to shoot them while being safely outside of their aggro range. I cannot demonstrate this now that 1) the black bars in beta and 2) the beta is closed anyways. But, it is a thing.

Now you are advocating for limiting the range of spells further than they are now to accommodate larger monitors? How many gameplay effecting changes do you want just to avoid some black bars on the side of your screen? I say this as a player with a 32:9 UW monitor. It is a common practice to launch spells into unviewable area with the knowledge or assumption that there are monsters out there that you can hit from safety. Reducing spell range will once again adversely effect the gameplay experience for players that are using standard 16:9 aspect ratio.

How in the hell is this game chaning?
I’m offering to keep spells INSIDE 16:9 range ON 21:9 monitors, I’m offering to give my hardware limitation in order to find compromise. I’m not saying that I want any game changing effects…

By limiting spell range to the 16:9 area, you are changing the game. Now you cannot shoot your bow/fireball into the area outside the 16:9 area, where previously you could shoot out into the unknown space outside the viewable area and hit creatures that inhabit that space.

Perhaps you can’t summon a blizzard or tp outside the 16:9 viewable area, but you would still be able to see them on a 32:9 and launch a travelling projectile to hit them. If you fix this advantage by limiting travel distance of projectiles, you are certainly changing the game in drastic fasion.


Limiting casting range, travelling is still there.
I’m not saying that fireball can’t go past 16:9. I’m saying that you can’t cast blizz, teleport etc beyond 16:9.

Then we are back to the problem of 32:9 players shooting unaggroed monsters outside the 16:9 viewable area (though the aggro range is set to aggro just outside the 16:9 area, so monsters charge at you from off screen instead of waiting to be viewable)

So, 32:9 players can slay unaggroed monsters (21:9 can accomplish this too) or we extend aggro range and adversely effect 16:9 players by forcing them to pull more monsters than previously would have been pulled (and they wont see them coming until they are in the viewable area). Again, this has dire implications for hardcore players.

So, what is a solution that does not grant an immersion and game breaking advantage to 32:9 players, and also does not punish 16:9 players?

The teleport range has been fixed guys. You can rest easy knowing people can teleport the same distance regardless of resolution.

Personally I’ve been at the top of hc ladder many times and I wouldn’t mind some dude playing like a wuss like this, my runs would be many times faster if I was playing on 800x600 compared to someone playing like this on 32:9.
BUT
I’d like to see this “abuse” on 32:9 monitors first with different classes and spells.
After that I’d get a clearer vision of things.
You can implement fog of war or something if it’s actually that bad.

That is only one (small) problem consideration in the overall conversation, but at least there is that.

can all this not be resolved by a simple fix…

put a cast range on all skills of X units which would be the edge of the screen on a 16:9 screen.

Yes you will still be able to see mobs past this range but does it matter so much if you cant hit them?

Dont see why this is such a big issue as this fixs everything IMO and surely would not be that hard to implement.

One issue remaining would be PVP where you can see (only see) the other player when they may not be able to see you and if people still want to cry about that then whenever someone goes hostile theres a hard lock for 16:9.

Simple solution and everyones happy?

That’s fine for you, but I don’t think it’s good for the game.

It is bad enough where you could possibly play through most of the game and never fight an aggroed creature if you want to. A good ~15%+ of either side of your monitor is occupied by viewable but passive monsters on a 32:9 monitor. Snipe at will, they won’t bite.

It’s pretty awful and I would rather have black bars than have that be the way I get to play the game on 32:9, having one myself