• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:19
CEST 17:19
KST 00:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
Pros React To: ASL S21 Finals Every Matchup's Top 5 Winrates (all ASLs & KSLs) BW General Discussion Very long shot - StarCraft x A7X video Pros React to: TvT Masterclass in FlaSh vs Light
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST [Megathread] Daily Proleagues
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Facing Challenges in Mobile App Development streaming software
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1945 users

Diablo IV - Page 52

Forum Index > General Games
Post a Reply
Prev 1 50 51 52 53 54 128 Next
zev318
Profile Joined October 2010
Canada4306 Posts
Last Edited: 2023-03-23 21:46:45
March 23 2023 21:46 GMT
#1021
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.



if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Gorsameth
Profile Joined April 2010
Netherlands22406 Posts
March 23 2023 22:09 GMT
#1022
On March 24 2023 06:46 zev318 wrote:
Show nested quote +
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.
It ignores such insignificant forces as time, entropy, and death
andrewlt
Profile Joined August 2009
United States7702 Posts
March 23 2023 22:23 GMT
#1023
I'm sure they're trying to optimize the code to use as little server capacity as possible. I downloaded the entire 85 Gb beta last night without any problems and I can't imagine this thing using that much bandwidth while playing.

They're also making sure they don't have a bottleneck anywhere. Their authentication servers are notorious and I saw an interview where that was the issue last weekend.
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
March 23 2023 22:28 GMT
#1024
On March 24 2023 06:46 zev318 wrote:
Show nested quote +
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.

If they let everyone in all at once, the servers would be trying to process millions of logins, characters, profiles, bnet accounts, etc at the same time. They would crash without the queues to slow down the amount of work they need to do.

A new game means new systems and the introduction of new potential problems as well.
LiquidDota Staff@BluemoonGG_
Manit0u
Profile Blog Joined August 2004
Poland17752 Posts
Last Edited: 2023-03-23 22:44:39
March 23 2023 22:38 GMT
#1025
On March 24 2023 07:09 Gorsameth wrote:
Show nested quote +
On March 24 2023 06:46 zev318 wrote:
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.


Not speaking from gamedev perspective but dev in general where I had to deal with systems that have to handle 50+ million people a day, it's doable, even with tech that's not really designed for that (most of the big systems now started as small systems using tech that has a hard time scaling and they can't really move away from it or switch to something better because it's just not feasible financially).

What surprises me is that they even need queues at all. They could've used all the experience they have with multiplayer, their failed launch of D3 (my friend pre-ordered the game to be able to play early and couldn't really play it until like 1 month into the actual release), all the WoW stuff...

IMO they have enough network engineers and experience to not ever fail at it but they still do. How they do it is beyond me.

Every system I worked with that struggled with net traffic it was mostly due to underlying outdated tech (and they still make it work). If you asked the devs there to get you the same or similar system built from scratch with the knowledge they have now they'd be overjoyed and it would be a system that could easily handle 3-10x the traffic built with new tech.

But underlying tech and architecture are just one thing, there's also the matter of overall design. Why not go the way of GW1? Players meet in cities/hubs that are instanced and you can switch between them freely (almost, unless some instance is full) but when you go out of the hub it's just you and your team, content instanced to a single person/party. Brilliant design from 2005 that works to this day and is even better than most approaches. Especially for an ARPG: want to play solo? No problem, just go out of town and you've got the whole zone/world to yourself. Want to play with friends? No problem either. Want to meet people? Just go to any city/town. Downside? You don't meet randos out in the wild, but I don't think many people care for that (outside of griefers and such).
Time is precious. Waste it wisely.
Harris1st
Profile Blog Joined May 2010
Germany7216 Posts
Last Edited: 2023-03-24 10:30:39
March 24 2023 10:29 GMT
#1026
On March 24 2023 07:38 Manit0u wrote:
Show nested quote +
On March 24 2023 07:09 Gorsameth wrote:
On March 24 2023 06:46 zev318 wrote:
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.


Not speaking from gamedev perspective but dev in general where I had to deal with systems that have to handle 50+ million people a day, it's doable, even with tech that's not really designed for that (most of the big systems now started as small systems using tech that has a hard time scaling and they can't really move away from it or switch to something better because it's just not feasible financially).

What surprises me is that they even need queues at all. They could've used all the experience they have with multiplayer, their failed launch of D3 (my friend pre-ordered the game to be able to play early and couldn't really play it until like 1 month into the actual release), all the WoW stuff...

IMO they have enough network engineers and experience to not ever fail at it but they still do. How they do it is beyond me.

Every system I worked with that struggled with net traffic it was mostly due to underlying outdated tech (and they still make it work). If you asked the devs there to get you the same or similar system built from scratch with the knowledge they have now they'd be overjoyed and it would be a system that could easily handle 3-10x the traffic built with new tech.

But underlying tech and architecture are just one thing, there's also the matter of overall design. Why not go the way of GW1? Players meet in cities/hubs that are instanced and you can switch between them freely (almost, unless some instance is full) but when you go out of the hub it's just you and your team, content instanced to a single person/party. Brilliant design from 2005 that works to this day and is even better than most approaches. Especially for an ARPG: want to play solo? No problem, just go out of town and you've got the whole zone/world to yourself. Want to play with friends? No problem either. Want to meet people? Just go to any city/town. Downside? You don't meet randos out in the wild, but I don't think many people care for that (outside of griefers and such).


They have these random events and world bosses. Those would have to be hub-style as well then. Which would probably make this whole hub/ instance thing quite awkward.

I did meet surprisingly few players out in the wild and at those random events in the closed beta.
Curious to see how flooded the open beta will be
Go Serral! GG EZ for Ence. Flashbang dance FTW
Miragee
Profile Joined December 2009
8668 Posts
March 24 2023 10:51 GMT
#1027
On March 24 2023 19:29 Harris1st wrote:
Show nested quote +
On March 24 2023 07:38 Manit0u wrote:
On March 24 2023 07:09 Gorsameth wrote:
On March 24 2023 06:46 zev318 wrote:
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.


Not speaking from gamedev perspective but dev in general where I had to deal with systems that have to handle 50+ million people a day, it's doable, even with tech that's not really designed for that (most of the big systems now started as small systems using tech that has a hard time scaling and they can't really move away from it or switch to something better because it's just not feasible financially).

What surprises me is that they even need queues at all. They could've used all the experience they have with multiplayer, their failed launch of D3 (my friend pre-ordered the game to be able to play early and couldn't really play it until like 1 month into the actual release), all the WoW stuff...

IMO they have enough network engineers and experience to not ever fail at it but they still do. How they do it is beyond me.

Every system I worked with that struggled with net traffic it was mostly due to underlying outdated tech (and they still make it work). If you asked the devs there to get you the same or similar system built from scratch with the knowledge they have now they'd be overjoyed and it would be a system that could easily handle 3-10x the traffic built with new tech.

But underlying tech and architecture are just one thing, there's also the matter of overall design. Why not go the way of GW1? Players meet in cities/hubs that are instanced and you can switch between them freely (almost, unless some instance is full) but when you go out of the hub it's just you and your team, content instanced to a single person/party. Brilliant design from 2005 that works to this day and is even better than most approaches. Especially for an ARPG: want to play solo? No problem, just go out of town and you've got the whole zone/world to yourself. Want to play with friends? No problem either. Want to meet people? Just go to any city/town. Downside? You don't meet randos out in the wild, but I don't think many people care for that (outside of griefers and such).


They have these random events and world bosses. Those would have to be hub-style as well then. Which would probably make this whole hub/ instance thing quite awkward.


This is one of the main reasons the devs went away from GW to make GW2 because the system limited them in what they wanted to do with a living word, event chains, word bosses etc. I have spent quite a lot of hours tinkering about this because I much prefer GW's instanced system over an open world because of aforementioned reasons but also due to the fact that it gives devs the ability to solve a lot of MMO related game design problem (a lot of which GW had solved in 2005). I think events, moving fronts, world bosses etc. can still work in an instanced game, especially when they are on a timer like in GW2 anyways. It would be a bit different, sure, but if you make use of NPCs and the map to indicate spawns. To encounter a world boss, players could meet at certain times in adjacent outpost, build a group and move out for example. Not that different than porting to a waypoint at 2 pm to slay the dragon with 100 other players - the only difference being that you don't 100 players but a certain group size, which takes away from the large scale encounter but allows for much better balancing and boss design.
Harris1st
Profile Blog Joined May 2010
Germany7216 Posts
March 24 2023 11:56 GMT
#1028
On March 24 2023 19:51 Miragee wrote:
Show nested quote +
On March 24 2023 19:29 Harris1st wrote:
On March 24 2023 07:38 Manit0u wrote:
On March 24 2023 07:09 Gorsameth wrote:
On March 24 2023 06:46 zev318 wrote:
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.


Not speaking from gamedev perspective but dev in general where I had to deal with systems that have to handle 50+ million people a day, it's doable, even with tech that's not really designed for that (most of the big systems now started as small systems using tech that has a hard time scaling and they can't really move away from it or switch to something better because it's just not feasible financially).

What surprises me is that they even need queues at all. They could've used all the experience they have with multiplayer, their failed launch of D3 (my friend pre-ordered the game to be able to play early and couldn't really play it until like 1 month into the actual release), all the WoW stuff...

IMO they have enough network engineers and experience to not ever fail at it but they still do. How they do it is beyond me.

Every system I worked with that struggled with net traffic it was mostly due to underlying outdated tech (and they still make it work). If you asked the devs there to get you the same or similar system built from scratch with the knowledge they have now they'd be overjoyed and it would be a system that could easily handle 3-10x the traffic built with new tech.

But underlying tech and architecture are just one thing, there's also the matter of overall design. Why not go the way of GW1? Players meet in cities/hubs that are instanced and you can switch between them freely (almost, unless some instance is full) but when you go out of the hub it's just you and your team, content instanced to a single person/party. Brilliant design from 2005 that works to this day and is even better than most approaches. Especially for an ARPG: want to play solo? No problem, just go out of town and you've got the whole zone/world to yourself. Want to play with friends? No problem either. Want to meet people? Just go to any city/town. Downside? You don't meet randos out in the wild, but I don't think many people care for that (outside of griefers and such).


They have these random events and world bosses. Those would have to be hub-style as well then. Which would probably make this whole hub/ instance thing quite awkward.


This is one of the main reasons the devs went away from GW to make GW2 because the system limited them in what they wanted to do with a living word, event chains, word bosses etc. I have spent quite a lot of hours tinkering about this because I much prefer GW's instanced system over an open world because of aforementioned reasons but also due to the fact that it gives devs the ability to solve a lot of MMO related game design problem (a lot of which GW had solved in 2005). I think events, moving fronts, world bosses etc. can still work in an instanced game, especially when they are on a timer like in GW2 anyways. It would be a bit different, sure, but if you make use of NPCs and the map to indicate spawns. To encounter a world boss, players could meet at certain times in adjacent outpost, build a group and move out for example. Not that different than porting to a waypoint at 2 pm to slay the dragon with 100 other players - the only difference being that you don't 100 players but a certain group size, which takes away from the large scale encounter but allows for much better balancing and boss design.


Good thinking! It could easily be implented say to have a NPC or sign and click it to port to the instance where the event happens. No need for premade parties. You could just fill instance up to a certain amount and then open new instances. Those would scale dynamically to the amount of players.
Only thing I can imagine is people bitching about break of immersion or sth along those lines
Go Serral! GG EZ for Ence. Flashbang dance FTW
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2023-03-24 16:02:12
March 24 2023 15:58 GMT
#1029
37 min queue....

edit: How the hell this guy get in so early, or did Blizz open it earlier than planned?

"Smokey, this is not 'Nam, this is bowling. There are rules."
Manit0u
Profile Blog Joined August 2004
Poland17752 Posts
Last Edited: 2023-03-24 16:19:14
March 24 2023 16:15 GMT
#1030
On March 24 2023 20:56 Harris1st wrote:
Show nested quote +
On March 24 2023 19:51 Miragee wrote:
On March 24 2023 19:29 Harris1st wrote:
On March 24 2023 07:38 Manit0u wrote:
On March 24 2023 07:09 Gorsameth wrote:
On March 24 2023 06:46 zev318 wrote:
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.


Not speaking from gamedev perspective but dev in general where I had to deal with systems that have to handle 50+ million people a day, it's doable, even with tech that's not really designed for that (most of the big systems now started as small systems using tech that has a hard time scaling and they can't really move away from it or switch to something better because it's just not feasible financially).

What surprises me is that they even need queues at all. They could've used all the experience they have with multiplayer, their failed launch of D3 (my friend pre-ordered the game to be able to play early and couldn't really play it until like 1 month into the actual release), all the WoW stuff...

IMO they have enough network engineers and experience to not ever fail at it but they still do. How they do it is beyond me.

Every system I worked with that struggled with net traffic it was mostly due to underlying outdated tech (and they still make it work). If you asked the devs there to get you the same or similar system built from scratch with the knowledge they have now they'd be overjoyed and it would be a system that could easily handle 3-10x the traffic built with new tech.

But underlying tech and architecture are just one thing, there's also the matter of overall design. Why not go the way of GW1? Players meet in cities/hubs that are instanced and you can switch between them freely (almost, unless some instance is full) but when you go out of the hub it's just you and your team, content instanced to a single person/party. Brilliant design from 2005 that works to this day and is even better than most approaches. Especially for an ARPG: want to play solo? No problem, just go out of town and you've got the whole zone/world to yourself. Want to play with friends? No problem either. Want to meet people? Just go to any city/town. Downside? You don't meet randos out in the wild, but I don't think many people care for that (outside of griefers and such).


They have these random events and world bosses. Those would have to be hub-style as well then. Which would probably make this whole hub/ instance thing quite awkward.


This is one of the main reasons the devs went away from GW to make GW2 because the system limited them in what they wanted to do with a living word, event chains, word bosses etc. I have spent quite a lot of hours tinkering about this because I much prefer GW's instanced system over an open world because of aforementioned reasons but also due to the fact that it gives devs the ability to solve a lot of MMO related game design problem (a lot of which GW had solved in 2005). I think events, moving fronts, world bosses etc. can still work in an instanced game, especially when they are on a timer like in GW2 anyways. It would be a bit different, sure, but if you make use of NPCs and the map to indicate spawns. To encounter a world boss, players could meet at certain times in adjacent outpost, build a group and move out for example. Not that different than porting to a waypoint at 2 pm to slay the dragon with 100 other players - the only difference being that you don't 100 players but a certain group size, which takes away from the large scale encounter but allows for much better balancing and boss design.


Good thinking! It could easily be implented say to have a NPC or sign and click it to port to the instance where the event happens. No need for premade parties. You could just fill instance up to a certain amount and then open new instances. Those would scale dynamically to the amount of players.
Only thing I can imagine is people bitching about break of immersion or sth along those lines


You'd rather have your immersion broken slightly for a couple of events but have a stable game client/servers or have your immersion broken on a regular basis (randos can ruin your immersion greatly) and an unstable client/servers?

One of my gripes with GW2 as opposed to GW1 is that while GW2 has this super cool and extensive transmog system (being called Fashion Wars for a reason) it is super immersion breaking when you're fighting some dark demons inside an active volcano and Winnie the Pooh shows up...

[image loading]
Time is precious. Waste it wisely.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
March 24 2023 16:19 GMT
#1031
I'm in!
"Smokey, this is not 'Nam, this is bowling. There are rules."
andrewlt
Profile Joined August 2009
United States7702 Posts
March 24 2023 16:59 GMT
#1032
I logged in to a 53 min queue but it got halved soon after. Managed to get in after around 25 mins. After tinkering with the menus and customizing character appearance, I tried to start game and it got stuck. No queues or anything. Had to force close and go back to the queue.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2023-03-24 18:05:51
March 24 2023 17:41 GMT
#1033
Okay summons is a lot different than what I was expecting. Golem isnt available till lvl 25. Now I'm wondering if you can have skels and a golem at the same time... because you can only have 1 type of skeleton summoned during one time so far.

edit: And just got d/c after defeating dungeon boss.
"Smokey, this is not 'Nam, this is bowling. There are rules."
FaCE_1
Profile Blog Joined December 2006
Canada6184 Posts
Last Edited: 2023-03-24 19:10:29
March 24 2023 18:41 GMT
#1034
i got lvl5 just to get DC back in a 50min queue

hope it get stable by the end of the days cause i cant really play much during the week-end

edit: queue was a bit quicker but right when it ended said "Queue timeout".. need to relog again and requeue for 50min :\
n_n
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
March 24 2023 19:49 GMT
#1035
Just opened up a TP before the boss room and now it is stuck loading
"Smokey, this is not 'Nam, this is bowling. There are rules."
Latham
Profile Blog Joined May 2007
9581 Posts
March 24 2023 20:15 GMT
#1036
EU had a long queue (45mins+) but its overall stable... I'm getting stuttering and rubberbanding but so far no kicks out and no re-queues...
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
March 24 2023 20:21 GMT
#1037
Reminder that the game still has a memory leak so it is best to play it in window mode alt + enter. Workaround according to Reddit.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Manit0u
Profile Blog Joined August 2004
Poland17752 Posts
March 24 2023 20:52 GMT
#1038
Remember to lock your framerate if you're running 3080, a bunch of 3080 Ti's already became sacrifices on the altar of Diablo IV.
Time is precious. Waste it wisely.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
March 24 2023 21:36 GMT
#1039
Is it freaking anybody else out that nobody seems to be chatting...?
"Smokey, this is not 'Nam, this is bowling. There are rules."
Manit0u
Profile Blog Joined August 2004
Poland17752 Posts
Last Edited: 2023-03-24 22:43:41
March 24 2023 22:43 GMT
#1040
On March 24 2023 20:56 Harris1st wrote:
Show nested quote +
On March 24 2023 19:51 Miragee wrote:
On March 24 2023 19:29 Harris1st wrote:
On March 24 2023 07:38 Manit0u wrote:
On March 24 2023 07:09 Gorsameth wrote:
On March 24 2023 06:46 zev318 wrote:
On March 24 2023 00:55 {CC}StealthBlue wrote:
Maybe that is just the early game inventory.

Also Blizz getting ahead of the storm for tomorrow.

https://twitter.com/Diablo/status/1638928599725244416


if ppl are not waiting in queue for 2+ hours at a time, i will be impressed. and to that note, why even bother doing an open beta just to piss off your entire player base when u know its just going to be a shit show?

im certainly not a network engineer, but what would be so different from running a server for diablo 3 to diablo 4. like i cant imagine it to be so much different. but again this is blizzard, every game launch is as if they're a brand new indie company who's never done it before.
Because even if you literally copy&paste the code (you won't) some way it hooks into another process somewhere will cause a problem and cause it all the come crashing down. That's why you test, better to have a beta with an issue that people get mad about then it happening at the actual launch.


Not speaking from gamedev perspective but dev in general where I had to deal with systems that have to handle 50+ million people a day, it's doable, even with tech that's not really designed for that (most of the big systems now started as small systems using tech that has a hard time scaling and they can't really move away from it or switch to something better because it's just not feasible financially).

What surprises me is that they even need queues at all. They could've used all the experience they have with multiplayer, their failed launch of D3 (my friend pre-ordered the game to be able to play early and couldn't really play it until like 1 month into the actual release), all the WoW stuff...

IMO they have enough network engineers and experience to not ever fail at it but they still do. How they do it is beyond me.

Every system I worked with that struggled with net traffic it was mostly due to underlying outdated tech (and they still make it work). If you asked the devs there to get you the same or similar system built from scratch with the knowledge they have now they'd be overjoyed and it would be a system that could easily handle 3-10x the traffic built with new tech.

But underlying tech and architecture are just one thing, there's also the matter of overall design. Why not go the way of GW1? Players meet in cities/hubs that are instanced and you can switch between them freely (almost, unless some instance is full) but when you go out of the hub it's just you and your team, content instanced to a single person/party. Brilliant design from 2005 that works to this day and is even better than most approaches. Especially for an ARPG: want to play solo? No problem, just go out of town and you've got the whole zone/world to yourself. Want to play with friends? No problem either. Want to meet people? Just go to any city/town. Downside? You don't meet randos out in the wild, but I don't think many people care for that (outside of griefers and such).


They have these random events and world bosses. Those would have to be hub-style as well then. Which would probably make this whole hub/ instance thing quite awkward.


This is one of the main reasons the devs went away from GW to make GW2 because the system limited them in what they wanted to do with a living word, event chains, word bosses etc. I have spent quite a lot of hours tinkering about this because I much prefer GW's instanced system over an open world because of aforementioned reasons but also due to the fact that it gives devs the ability to solve a lot of MMO related game design problem (a lot of which GW had solved in 2005). I think events, moving fronts, world bosses etc. can still work in an instanced game, especially when they are on a timer like in GW2 anyways. It would be a bit different, sure, but if you make use of NPCs and the map to indicate spawns. To encounter a world boss, players could meet at certain times in adjacent outpost, build a group and move out for example. Not that different than porting to a waypoint at 2 pm to slay the dragon with 100 other players - the only difference being that you don't 100 players but a certain group size, which takes away from the large scale encounter but allows for much better balancing and boss design.


Good thinking! It could easily be implented say to have a NPC or sign and click it to port to the instance where the event happens. No need for premade parties. You could just fill instance up to a certain amount and then open new instances. Those would scale dynamically to the amount of players.
Only thing I can imagine is people bitching about break of immersion or sth along those lines


Apparently it's doable to a pretty big degree even without instancing...

Time is precious. Waste it wisely.
Prev 1 50 51 52 53 54 128 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 330
ProTech74
trigger 1
StarCraft: Brood War
Britney 34947
Mini 1427
Jaedong 1257
EffOrt 1002
Horang2 726
ggaemo 301
Light 275
BeSt 259
actioN 232
firebathero 198
[ Show more ]
Soulkey 180
Leta 88
Mind 74
Sharp 66
hero 61
ToSsGirL 59
Rush 57
Sea.KH 49
Barracks 46
Pusan 42
Aegong 28
Terrorterran 24
Sacsri 24
Shinee 24
Rock 23
soO 22
Movie 21
GoRush 15
ajuk12(nOOB) 15
Sexy 12
Shine 11
Noble 9
Dota 2
qojqva1581
Heroes of the Storm
XaKoH 105
Other Games
hiko778
Lowko623
Dendi510
Liquid`RaSZi455
Mlord429
B2W.Neo365
Beastyqt336
Hui .308
DeMusliM272
Mew2King91
ArmadaUGS70
QueenE47
Trikslyr34
Organizations
Counter-Strike
PGL323
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• poizon28 27
• LUISG 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3072
• Jankos1887
• TFBlade717
Upcoming Events
OSC
3h 41m
Cham vs Percival
ShoWTimE vs Lambo
Krystianer vs sebesdes
Cure vs Babymarine
SKillous vs Arrogfire
Gerald vs MindelVK
goblin vs TBD
Jumy vs HonMonO
Replay Cast
8h 41m
Maestros of the Game
21h 41m
Big Brain Bouts
1d
Shino vs Scarlett
Bly vs DnS
Serral vs ByuN
Replay Cast
1d 8h
RSL Revival
1d 15h
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
1d 19h
IPSL
2 days
ZZZero vs WorsT
Julia vs eOnzErG
BSL
2 days
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
2 days
[ Show More ]
RSL Revival
2 days
Maestros of the Game
2 days
OSC
2 days
IPSL
3 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
5 days
The PondCast
5 days
Maestros of the Game
6 days
Replay Cast
6 days
Replay Cast
6 days
WardiTV Spring Champion…
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
YSL S3
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.