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Then trying to adapt based on those guesses only to find that you're none the wiser from the experience because you really couldn't identify the unexpected.
Good gatekeeping. Game is better without a simple tool to help players understand a barrier- game is very consistent about not giving very explicit and defined mechanics, after all.
Sarcasm.
I was hoping that they would rectify this mistake in this version, but it seems I was too optimistic. For a game that solidified its place among ARPGs for its complex mechanics and detailed background calculations to lack such a feature just boggles my mind.
I used to call PoE "What the hell just killed me? Who the hell knows: the game", so this one is just "What the hell just killed me? Who the hell knows: the game - Part 2".
Also, what you're asking is not even a log, more like a kill cam. You just want to know who give you the final blow. How would that help? There's a lot of stuff happening like hits, misses, buffs, debuffs, crits, etc etc etc
well, the numbers are there, they only need to be shown on the client side, or just write it in a ♥♥♥♥♥♥♥ logfile... last 30sek of a fight
And a kill log is not a kill cam. It is explicit and detailed, brief, helpful, simple.
And PoE is technically an MMO (an MMO does not require a singular persistent world across all players, many games explicitly labeled as MMOs certainly do not, like Vindictus *though some consider that not to be*): its an online video game that is played by a very large number of people simultaneously, able to interact with each other. In this MMO, most are just in their own, single player instances, except for the home camps.
I understand that ISN'T what you meant (despite what you said)- your implication is that this isn't a game where one player's performance affects another's in a meaningful way.
However, it *is* multiplayer, and when played as such, one player's death does affect the others- and not just in an immediate, now-the-run-is-harder way, it creates a negative experience both for the one dying and the others no longer being able to play with them for the rest of the run unless they opt out- assuming the players have some kind of relationship. Its important for them to understand why they died so that they can improve. If they're clueless as to why, beyond 'because there was a lot going on', their probable incorrect guesses will only lead to more deaths.
They could play slower and learn through careful play to discover these things, but that isn't always an option. Like in multiplayer, where you're trying to keep up or in the inevitable 'oh ♥♥♥♥' moment happens when someone makes a mistake and everyone tries to help.
"Git gud" is a thing not just because its popular trolling (at worst), its because its genuinely good advice without the specifics. It means many things, among others, "understand why you died and prevent that from happening". They can't git gud if they can't figure out why they died.
Sometimes its obvious, but a lot of the time (particularly in maps), it isn't. This would be a significant QoL change even for more twichy and elitist gamers, strategic gamers would eat it up, casuals would benefit from an 'oh thats what it was'. I can't imagine a type of gamer that would be negatively impacted by it.
worst analogy ever.
Are you asking for an oncreen DPS? Cuz a log would include everything, including your dps.
Not that it makes a difference, both will never happen.