Anything to address the screen range for pvp?

I have yet to see any updates on this.

Laughs in Samsung Odyssey g9 monitor

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There is no fix to this either pvp or pvm.
My guess is we will have to deal with it and they won’t comment on it.

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Unfortunately you’re most likely right, as they probably don’t give a rats @$$ about pvp.

Seriously though, Google the Samsung odyssey g9 monitor. If someone has that in pvp with a blizzard,foh, fissure pvp build, or any char you’d tele stomp with (barb, windy, tele-shifter, anything) you’d be at such a disadvantage. The only solution is to make casting blizzard and such skills have max cast radius, but being able to be seen half way across the moor is still a disadvantage.

sadly its not just pvp :S even the AI is affected by it, the mobs cant react that far. but as i have no clue wether they are gonna fix it for pvp i decided to buy a new monitor, every time i pvp ill go for the whole 3440x1440 and for pvm ill find a spot where mobs react as soon as they enter the screen range… guess size does matter

Ya buy a new moniter, but wait till closer to release before you do incase they make changes. I suggest they implement a fog of war type effect for everything outside a certain range so you cant cast on it or see it.

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  • Max vision fog
  • Cap zoom out distance
  • Max cast distance (already exists in D2 online)
  • Max unit loading distance (already exists in D2 online)

A few of the many possible fixes.

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shouldnt be nessesary to buy a new monitor for a remaster of a game from '00

I’m a bit confused here…

I know it’s not exactly the same but how many kids out there with sub par rigs playing at 70 FoV and 60hz getting stomped by mid 20s players with ultrawides running 90-100 FoV at 144hz or higher?

The problem you’re seeking to fix has not been fixed in nearly any competitive genre. It’s glaringly broken in competitive FPS where resolution AND FoV can seriously tilt awareness and reaction speed in someone’s favor.

I don’t mean to sound like a jerk but unless everyone is beholden to the same resolution at the same aspect ratio, this is just something you’ll have to deal with.

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These are viable, we will see what the beta brings. I suspect it’s still not going to be balanced at all and people are just going to deal with it.

It’s not. If you have 2 16:9 monitors your graphics driver can make it so that it is one 32:9 screen. AMD calls it Eyefinity and nVidia calls it Surround. If you have 3 16:9 monitors you can make it 48:9.

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ive tried that, looks really weird :smiley: especially if the monitors got abit of a frame 2 monitors up against each other with frame against frame the black border it creates looks really weird :rofl:

you can’t have max cast range. Other problems will arise.

I recommend just keeping the 4:3 for anything online. Use the side of the screens for map or inventory or something.

Widescreen Support is coming to D2R for obvious reasons. 16:9 is simply a widespread standard in the PC industry. On top of that, monitors with even wider view are also a niche that is growing.

D2R will always prioritize PVM gameplay over PVP. This will never change, PVP will never take priority over PVM play. This means that in PVP you must deal with someone using a ultra-wide screen and thus having a potential advantage depending on build and spell etc. However, everyone can utilize ultra-wide resolutions without ultra-wide monitors. Read below.

It is currently possible to teleport and cover much more distance by using the inventory or character screen window during teleport. This is a “glitch” which has become a main staple in speed running and is one of those “glitches” that wont be “fixed” and rightfully so, its simply part of D2. This means that Widescreen monitors will allow someone to teleport as far or further without utilizing this “glitch”.

Anyone with a 16:9 screen can generate “custom resolutions” and run the desktop resolution in said mode, and then run D2R in “windowed border-less” mode to simulate any widescreen aspect ratio the user wants. This is how I played D2R during the alpha test in an aspect ratio of my choice even though I have a standard 16:9 monitor. POE works the same. No point in whining about it, get used to games supporting ultra-widescreen and users being able to have an advantage with ultra-wide screens. But as mentioned, anyone can run ultra-wide resolutions even on non ultra-wide monitors, so its up to the user if he or she wants to purchase an ultra-wide monitor or just operate a custom desktop resolution through the graphics driver.

PVP in D2R will experience changes even if just 16:9 would be possible, and users need to accept that and move on. People that love PVP can either play original D2 as we have it today or play it in D2R, and simply adapt. Wide-Screen resolutions wont be “nerfed” just to please the PVP audience at the cost of hurting the remaining 95% of the playerbase that plays PVM exclusively. End of story. Time to accept and make the best of it or play D2 original for an authentic PVP experience.

One thing to keep in mind is it doesn’t matter if I have a 90:9 if all they render is 3840×2160. I just end up with obese characters and a tonne more mouse travel or black bars.

Not saying resolution won’t play a part but 16:9 4ks have the same advantage.

Yes, the resolution can render UP-TO 3840x2160 in D2R, but the game is never “stretched” like it is in D2. Using widescreen or custom resolutions does NOT change the rendered picture proportions, it just renders MORE of the gameworld, but the perspective and proportions stay the same.

Currently in D2, when you play D2 in Full-Screen, the game is indeed “stretched” to 16:9 and makes characters “wider” which I actually got used to and like lol. The reason why characters are wider in D2 on a 16:9 monitor etc, is because the game cannot change the aspect ratio (which is 4:3 hard-coded), and instead stretches the picture to 16:9. The only way to use D2 with more viewable game-world is by using hacks or game-modifications that change the hard-coded aspect ratio.

Aspect-Ratio is what can give an advantage depending on what you do in the game. That said, Resolution does NOT. All resolution does is increase the visual fidelity of the graphics, at the cost of in-game performance. I would argue playing at “1080p” is “better” than playing at “4k” (while assuming performance is much worse at 4K than 1080p or 1440p etc.) regardless of aspect ratio because D2 isnt a game like “MYST” where you remain on one screen for long periods of time to stare at the beauty of it. You run or teleport fast and kill fast to MF gear or level up. Better performance = faster runs and less deaths because of Hardware-Lag. This is why many people play POE with low graphics settings because so much stuff happens during combat, it would be a dia-show with one frame per second otherwise for many PC Setups, especially with PBR and max light-effects.

Ya… and so you guys are against resolutions and not aspect, all I’m saying and if you are against resolutions increasing then I dunno, why devolve?

I’m behind a mist or fog or something while in hostile but gimping resolutions with the argument being 21:9 have an advantage is wrong.

Edit: A 1080p monitor is 16:9, a 3840x2160 is 16:9(technically not but close)… if I had a 90:9 it’s horizontal would need to be like 12k but only can display 3840 anyways so it either stretches or bars.

No advantage at all for wide-screen but big advantage for anyone over 1080p but we can’t just limit hardware, where is a good spot, 1080p was ages old, 1440? 2160? The fog idea is most logical solution to me.

Ah, now I know how to solve this. Wide screens should get limited vertical clearance.

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