Yes, the manual from Y2K says Bliz will not restore a HC char for any reason including Lag.
Well you know, it’s 21 years later. I think you * might * be able to write an algorithm that can identify a disconnection issue and restore HC chars that were lost due to those internet issues and NOT gameplay.
I think the problem with this is that it would be exploitable. Realize your hr char is seconds away from death and you cant save it? Just unplug your ethernet cable. Woops, my hc char died due to disconnect, restore plox.
Given that most of us have mastered the very fast esc - save, I doubt ethernet yanking is going to cause the massive cheating it might have caused in the past. Furthermore, it’s ridiculously easy to write a frequency analysis algorithm. Anyone demonstrating the very coincidental loss of net connection at the moment of death only, over and over again could easily be cut off from this mechanism.
Otherwise you get pissed off players who won’t want to do HardCore because they get screwed. Two of my friends got this already in the FIRST week, and I would be super pissed if it happened to my lvl 75 Nec.
Complaining about server errors and HC death is the same as complaining about Hell Tomb Vipers or FE bug and HC death. HC will NEVER have a perfect environment i.e. impervious to deaths beyond PVM/PVP factors. Lag spike, server error, game crash, etc. - your HC character MIGHT DIE. And when it does, it’s dead. Get over it.
This is why on HC, you need to have a few alts running at all times. I’ve been playing HC for 20 years. I’ve lost untold riches to my own mistakes, server/game stability issues, hacked accounts, TPPKers, etc. When you create a HC character, you accept the fact that a Blizzard employee could walk into the room, nut punt you across the room causing your character to die, AND THEY’RE STILL NOT GOING TO RESTORE IT. EVER. The parameters are quite simple and plainly explained at the time you create a HC character in addition to the countless Blizzard responses over the decades in the forum restating this fact OVER. AND OVER. AND OVER.
Complaining about server errors is a way to improve a game that I have ALSO been playing HC on for 20 years and have ALSO lost HC chars to my own mistakes, server/game stability issues, hacked accounts, TPPKers, etc. It is NOT the same as complaining about Hell Tomb Vipers or FE bug and HC death. It is a connectivity issue.
My point is that now, 21 years LATER, they can address the problems that DO NOT have to do with your particular GAMEPLAY in a much more effective way. In other words, for those dim on the concept, it is an unfair death if you died not due to your lack of skill, but due to a DISCONNECTING ISSUE.
NOW my friends who died due to this issue are alot less likely to want to play HC, and there will be alot less fun to be had. So which option, do you “think” might be better for HC to pursue; addressing this issue with modern programming techniques, or ignoring it and keeping everything ELSE back in Y2K?
While i also play hardcore and i get frustrated sometimes when i die to a disconnect or a crash, it doesn’t really bother me anymore. You wouldn’t be able to see the difference in a sudden disconnect, like it is now happening from time to time, or a player physically unplugging the network cable from the PC. People would abuse that to the very maximum, up to a point where hardcore is not hardcore anymore. In fact if you play with a friend and allow him to loot your body then you are not even losing your gear, just the character itsself.
After 21 years of playing hardcore you should be resilient enough to not be bothered by those deaths anymore. You knew from the beginning that it is going to happen in D2R and over the lifetime of Diablo III, you’ll find many players complaining and nothing is done.
I think it’s one of those things that can’t be really fixed or blamed on anyone in particular. I have accepted this and i keep getting back to it.
Though you attempted to refute my point, quite succinctly supported my point while simultaneously defeating your own argument. Cheers…
Part of the risk man… and playing on such unstable servers atm… you must REALLY like risk.
You actually can easily tell the difference between a quick disconnect and an actual disconnect. Disconnection’s going to happen because of a lack of reachability, so the last packet received by the server is effectively a timestamp of the last time you were reachable. Closing the game still sends a termination message to the server. It really is achievable with trivial effort to tell the difference.
Who is going to investigate those issues on a case by case level?
It’s unthinkable!
pull cat 5/shut off modem/disconnect from network in any way= disconnect… not just close… lol. please tell me how they would be able to determine the difference between that and a legit dc…
Ill wait.
send an ack request before sending the death, pc confirms it’s connected, death is sent. Timestamped. no ack, you’re not reachable, and the client doesn’t know it’s dead yet, happens at the speed of internet.
Factor in the various points of potential latency, multi-server database replication, and and then throw in simultaneous multiple rollback calls. THAT is a colossal dumpster fire, and though your enthusiastic postulation may SOUND all good in Imagination Land, the reality is quite different and much more complex.
the arguement is DC deaths… how would you get an ack if you died after a legit DC… or a “faked” DC… you’re disconnected… lol
You’re right, it’s more complex than i’m making it, but to say it’s unachievable is hilarious. It’s just a matter of timestamping and acknowledgements.
Like I said. Colossal dumpster fire…
Maybe you’re not understanding… You as a player, or even as the client, don’t know you’re dead until the server lets you know that… so all the server has to do, is send a packet requesting you send one back before a death… if you send it back, and it can be literally any information at all in that packet, it timestamps it, and knows you were connected when you died. Then you can do whatever you want, pull the cat, throw a breaker, whatever you want. It knows you were connected at the time of death.
Trying to engineer the cluster to compensate for that level of client f***ery is just BEGGING to get exploited. Do we really need to bring back mass duping and everything else?
there’s zero client f***ery involved, that’s a completely server side process. It could send any request at all that forces acknowledgment.
Every time you reply and double down on your point, you seem to not take any consideration whatsoever of the fact that this is a UNIFIED GLOBAL ONLINE SERVICE. Unless you chop the realm into a thousand different pieces by region or unless every single client is connected by fiber optics from their left and right mouse buttons clear to the server nodes, WHAT YOU’RE PROPOSING IS PATENTLY IMPOSSIBLE. But I will say, it’s ok to hang on to dreams. Just know that’s what you’re desperately describing.