#tooldev-general
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I wouldn't mind either
Maybe it's actually possible! It's definitely not something I don't foresee implementing
Yet the "big update times" are new leagues
and those times require prediction, base don meta changes
You'd need an auto-update application, for sure
I might pitch in on something like that
If I'll do one (might be very well possible this year), I'll consult you for sure
I'm quite confident, you're way more experienced in C# than I am
and frankly I've never built anything like that
Right now I am working on an overall class library for domain logic to solve some problems
I want to create an alternative to the AHK scripts out there, with richer UX
Once that is done, perhaps we can collaborate on either adding features, or doing some kind of fusion between the two projects somehow
just a proposal, consider it
@lapis drift if you go to http://filterblade.xyz/ - advanced -> you can upload a filter file already, it also preserves formatting, finds commented out entries and does other stuff too. We intend to opensource and MIT it over the course of the next year.
@simple ravine that sounds fun actually - i never liked the current AHK solutions
I'll think it through, thanks + I'll ask the 2 other devs/friends I designed FilterBlade with, what they think about it
I'm also considering making a poe.trade alternative, which as we've discussed before, tries to deal with the price fixer situation that seems to become just worse
@hushed relic thanks, I've played with it some time ago, however it's a lot different from what I would like to see in that department
I'd be glad to open up functionality and provide the data necessary through that projet for the pricing data
basically file imports, variables, loops, conditionals ('if' for starters)
and a cli tool chain
Check http://filterblast.oversoul.xyz/ - it's advanced language generation does it already
but it's not open sourced AFAIK
I would prefer CLI tools rather than GUI
Most gamers wouldn't however.
But it wouldn't be too troublesome if you already have a GUI to supply a CLI for it
the right way is to have a library you can use programmatically, then a CLI/GUI/whatever else on top of it
Take note that your target audience is like at most 100-200 people
absolutely best case scenario
more like 1-2 ๐
most people either use some filter or use filtration to build something
well for me it's an opportunity to learn something new outside of job
in this case it's 'how to write my own language'
that's a great motivation!
writing languages are for smart people, so i'll refrain from it xD
after doing this a lot during the past ~6 month: it's really fun
but: you should find at least some use-cases
as a practice: it's great though
I've went from 0 in JS to "not horrible"
maybe even "decent"
the use-case is actually very simple: for example you've got a 4000 LoC filter, I believe it's a pain to work with it
but what it you could just break it into multiple 200-400 line files and be able to 'compile' it into a single file with a 1 CLI command?
It's not just a foreach(var r in ruleList){ r.SetFontSize(ruleList.branch(SetFontSize)) };
there's a lot of hand-made finetuning
and I already have a lot done to reduce that work
for instance half the instances where it's just a ILVL >= 75 check, are auto-generated
besides, no offense, but this is something where I prefer having full confidence and control - I've seen enough Filtration mistakes and written enough failsafes , to not have a good reason to change my deployment and code generation strategy
- FilterBlade is really a godsend when it comes to QA, I can "unit-test" filters with it, very easily.
My 2 dev-friends did an outstanding job with some modules.
it's indeed usefull for some things, but I would also like to do many other
I think it comes down to if you can appreciate the complexity of Path of Exile's depth and breadth of combinations that can drop
And NeverSink needs to be extra careful, considering the amount of people relying on his filters.
I see, I am not suggesting to use my tool because to begin with it's very very early in development
right now I'm looking for what problems there are right now and how my tool can potentially solve in the future
I recently wanted to write a small tool/script that would allow pushing items into the correct stashtabs
sadly GGG told me, it'd be not allowed despite obeying the 1 action/click rule
._.
macro yaddayadda
+server strain
if there were any opensourced solutions I would check them and try to use them to solve mine problems, and contribute to one, but there are simply none out there
looking at the salty comments from some of the GGG staff on reddit late last week as well, makes me wonder what's going on
I think they're under MASSIVE stress
massive shifts, weekend work, I think balancing is the least of their problems
I don't envy them
I kind of agree.
But taking it out on the people who pay their salaries isn't really a good idea. If they're under huge pressure, dedicate someone that deals with the communications, and take a step back and get stuff done.
Bex does it already, it might be a good idea to not let her handle balance talk
She has a super positive rep.
Well she never says bad/dubious news
it's intended
and she IS nice
Any balance anouncements are done by devs
prolly for the best
well.. im not easily offended, but when they make comments like Mark or whatever his name is, it make me think twice before purchasing new supporter packs
I think their major mistake lately, was trying to do too much and saying too little
those charge changes aren't horrible in theory, but why now?
overly rushed
and messes with builds 1 week before release
In my opinion, quite illogical in combination with these changes
And especially in the same changeset as that chest piece. I hope nobody paid for that
I'd probably change it work like that: get 4% more damage for each charge. Only applies to the charges you have most of.
Sure, it might give trappers some new incentives to use attack gems for their traps, but unlikely
huh server strain? as long as you do one click (right mouse click) I guess it's kinda fine : P
I don't know how you would get the right tab + right items into the correct tab "legit" though
Each click is basically a "move to tab left", "move to tab right" or "ctrl+shift"
Each click also get a Ctrl+C of the item, which is not a serverside action
It assumes that you start with tab 0 open though.
You'd need to save the information about the tab order
beyond that: everything is automatic, just hotkey-spam an item and you'll move to the right tab and dump it in
@hushed relic I dont see any response from them, or is it buried deep somewhere?
It's a mail, I've contacted Bex
shoulda just done it, had people start use it
Yeah, I somewhat regret it, but I fully believe they'd forbid it ASAP
Resulting in wasted dev time and potentially bans
the only reason they wouldn't let it happen is if you moved the items
other than that it is 100% ok
what do you mean moved?
assuming you loaded your tabs before hand
it's just Ctrl+Click
But it's THEIR combination
doesn't matter
if you use the stashtab and click CTRL+Click it stashes the item
besides, I'm not sure it's 2 actions, they might just have a "pushItem()" action
they would also call you on automation
or PushItemToStash()
Ctrl+C is 2 actions
no
ok, so that renders TradeMaco AHK illegal
picks up the item copies and places
it doesn't pick it up
it just copies, which is client-side only
I know it's a grey area though
pretty sure I have an email where I was told by chris I couldn't do something like this
Yep, he said the same to me ๐
So in the end I know I can't do it anyway
but mostly due to server strain
and it was because of a technical aspect of one of the things I was trying to do
they're afraid the tabswitching might kill the servers if a lot of people would use it
it could have been loading the tabs + ctrl clicking the item
would be nice if they stopped giving excuses, and say "hey i dont personally like this, please refrain from this"
because i dont see how ctrl+c is a server-side thing
tab switching hits the server once per tab
yeah
yep
then ctrl+click hits the server at least once
that is 2 or more server actions if tabs are loaded
sure, but I woldn't do both on one click
One click either switches
or pushes
without picking it up
where the heck did my comment go
It's still automation ofc.
if ctrl+click is more than one server action, their code is pretty dumb.
Pretty sure it's not more than one, but I don't really have the reason to do it anyway.
oh well, it's their game...
Most of the time it is because of their security measures
The main reason you can't Ctrl click into guild stash
if they want to start ban paying customers because they use QoL improvements, good for them I guess
The problem is where does qol end
where unfair advantage begins
My SSD gives me unfair advantage
You can spin auto locating to be an advantage
auto locating?
sorting
in my humble opinion, they worry too much about the wrong things.
additionally, they seem to not want much to do with 3rd party developers in the first place, which is unfortunate. i see propular games introduce rich API sets, to stay more relevant in the long run.
modding helps long term success
last time I spoke about this, i took Riot Games as an example
It's obvious it's a bit problematic with games where the company wants to have control over everything but I think just providing data for external tools would already go a long way and not hampering the game
perhaps even UI modding beyond item filters
well they "want to keep it a mystery, and let people discover it in game"
but it seems like an unreasonable argument in my opinion. the players who want to keep it a mystery will do so, and the ones who don't, can use the tools they'd like to improve their experience
yeah I agree with that
your SSD doesn't give u unfair advantage, but it gives u an advantage.
It's not very fair to people who can't afford one
labs and races in particular
but really you can spin the whole "advantage" thing a lot further
I think stashtabs have become borderline P2W actually
they give you a noticable time advantage
is that why they didn't implement SLI compatibility xD
yes for sure, that's is borderline p2w
but i mean.. win what?
it's not like they have tournaments with cash prizes, or anything like that like dota or league of legends
you don't really compete, except for bragging rights of being on the top of the ladder
which requires a lot more than just access to premium stash tabs, it requires serious skill
yeah but you'll have an advantage
it's like buying 20% exp boost or whatever
just not as obvious
well put it this way, they could've just put a $10 price tag on the game, and include X premium tabs
currency tabs for example save you a lot of clicks and sorting, and premium tabs offer serious economic advantages through the trade API
but you can instead enjoy the game for free if you'd like
Back in the day you have to collect 100 uniques and keep them
They have since moved away from those challenges
come on, if you had such oportunity to earn good money you'd do it
yeah, im not complaining at all
if u wanna seriously contend, put some skin in the game
I don't really mind either I'm just saying you can make a reasonable argument against it
but some people want it all for free, and have "equal opportunity" or they rage รก la reddit
everyone has an equal opportunity to buy a stash tab ๐
the alternative would be to charge a fee for entering shit that would allow winning tangible prizes, and in return you also get X premium stash tabs and whatnot
but people would rage about that too
people dont rage too much stash tabs yet because the benefits aren't as immediatly visible at the very least
moral of the story is this; however you spin it, unless you give it all for free, people will rage on you
and even then, they do
entitlement and such
reddit will complain about everything
The MTX system is still rather fair compared to other games
it's not like shavs is only available in the GGG store for real cash
(like it would be in the worst P2W offender games)
those games that have tv and video commercials with tits'n'ass u mean?
"win against your opponent in this epic battle game"
it's usually mmos or other online games with shitty publishers
they also like to remind you every minute that you should be spending cash
Maybe buy another inventory bag, and an exp boost. And oh, to get the best "refinement" on items maybe some of the potions
See that new area? Perhaps buy access
yeah, that's a bit over the top, because some end up over-spending
that's where the real issue lies in my opinion. the risk of over-spending
and game developers should focus more on social consequenses, rather than vanity shit like "oh people might see the new gem on a site before they see it in game"
i know it's not statistically significant, but i know the people i know who uses augmenting tools, such as iteminfo, neversink's loot filter etc, have played and paid more than the ones who didn't
if it's thanks to those tools, or the other way around, one would need much more data
their systems have become more complicated too
Figuring out a lot of things without data would be stupid
even mods on items
I don't think anyone was even talking about weights before I put that info on the wiki ๐
I was thinking of showing tiers /properly/ on the wiki and see if people get 1) upset or 2) adapt it
I mean, technically tiers dont exist but since you can tell from the naming of the modifiers they're intended to be there
Also, there seems to more information on areas in the data then I thought
all the spawn chances for the league mechanics in particular
put it this way, do you think PoE would have had the amount of players they have, if it werent for poe.trade?
with that I mean meaningful players (someone who puts in a couple of bucks at some point)
because if we're gonna be fair, the only one who really cares about the non-paying members, are themselves.
might be harsh sounding, but deep down it's a fact
I think it's hard to place poe.trade in terms of how much impact in had on the amount of players
PoE might actually be a better game with just the very basic trade
the existence of 'efficent' trade essentially means it has to be considered when balacing the game
One of the more common complaints is probably that the drops in path of exile are shit and extremly unrewarding
but they also have to be with the existence of trade, as if they weren't it would just make everything too easily accessible and take the challenge out of the game (which it already does to some extend)
so if you see it that way you can also make the argument poe.trade made players leave indirectly, because they were not statisfied with the itemization/loot
I think D3 being there was unfortunate
Personally I think the situation with trade in PoE right now is pretty poor
it's not really comitting to trade properly, which is unstatisfying when you expect trade
and it's not really going the old way of having no proper trade either
so you sorta have a bit of the worst from both sides
bottom line: I'm expecting to be able to enjoy the game's content, and have fun
that makes me want to spend more time with it. when i spend more time with it, i get exposed to the mtx marketing, and spend more money
easy as that.
Something else I want to note about the existence of trade
it can take fun out of the game and make balance matter much more
now, the problem is *i can't enjoy the content without the help of trading, because its utter shit drop rate on relevant items, due to how mods are generated
because if >you< want to be part of the trade, you really have to be on the edge of the content, abusing overpowered mechanics and play super efficent to be able to afford anything
and that takes a lot of the fun out of it too
I mean of c ourse you can play a subpar build and accept that you won't be making bank, but still with the economy driven itemization you kinda want money if you want to do the stuff
yeah
it's a cheap way of making content last longer, though
Hence I can see poe without trade being a better in some sense. Whether build x just does billions of damage doesn't start to really concern you when there is no "competitive" edge
ok I mean lab and ladder is there but I don't think it's the same scale of impact
but that's where diversity comes in and proper balancing
Trade more or less affects everyone not in SSF
thing is, that GGG is trying to play in the big boy's pond, but have a hard time doing so.
i know it when i see it, because i'm operating a company in the same conditions more or less
It looks to me like GGG is getting close to being a big boy
the threshold is bigger than it looks like from a distance ๐
your competition in the genre where people would otherwise play
which would essentially be D3, and Blizzard
which isn't a whole lot actually
surely, they have a long headway/history and warchest to go with it
true
having a warchest is really importamt when jumping into the big pond
poker players would know what i mean as well
you don't jump from 0.1/0.2 games into 10/20 games without accruing a bankroll accordingly to the higher stakes
or you'll be playing with scared money, and consequently make 'fatal' mistakes
the risk is higher yes
but they've already established themselves against competition
they've also pretty much won at this point
I think the warchest would be more significant when they deceide to take a new project
right now they're still increasing their c onsumer base
xbow is a very major step
I've seen more localized languges (german, french) in the words in the 3.0.0 preview as well
until someone comes along and decides to compete, and gets the things people don't like about poe and d3 right
that's what i mean with staying relevant in the long run (aforementioned)
and the whole mentality of "we don't use data driven decisions, sure we take a look sometimes. we use our gut feeling more" type of comments are really telling
and the "yeah, we don't really want to collaborate with 3rd party developers. let's keep an arms distance" type of thing will just hurt them.
oh well, not my headache ๐
Well data driven decisions can be bad for the game even if they make economic sense
you obviously don't execute on data blindly
how can 3rd party devs be profitable for their business model?
i think i made that pretty clear in the discussion
sorry I think I lost the track at some point
do you believe poe-trade made/still makes the game better?
and is a part of the success?
i think the most relevant players from a financial standpoint would have had a lower average ARPU/LTV if trading was an even worse shit show than it is right now.
the cohort in question is players who spent > $0
do they buy more mtx because they play more?
they'd buy less mtx if the play less, so yes
it seems correct but the answer to a question "What makes people buy pixels in games" looks much more complicated
are there any studies on that? can't find anything on google
before getting into the nitty gritty, it's wise to get to learn the words used
the thing is that yes, the answer to monetary success in a game like this is more complex
but the bottom line is that people have to continue playing for them to make any purchases.
nobody logs in, buy some shit and then go back to whatever they were doing before.
https://deltadna.com/blog/ is a good start
... and working with 3rd-party devs will attract more people or make existing ones play more?
yes
because with 3rd-party devs the game will suck less?
because I don't see a room for custom gameplay features
that's one correct of a multi-part answer
the ecosystem around PoE is in its infancy still, believe it or not
I agree
the more good stuff that's being created around your game, content wise - streamers, apps, sites etc increase the relevancy of the game
suppose you're a dude, you haven't played the game yet, but you heard of it somewhere
u check out the trailer, google it a little - and boom you see a rich set of sites, apps and streamers - you get inclined to play it more
versus if you just see the game's main site in the SERP with relevant content
then once you start playing, your experience will be augmented by the aforementioned content in one way or another, which creates an auxiliary stickiness to the game itself.
so generally people talk about it -> I have to check it out too
that's the first introduction to most games, right?
or a review of some sort
or an ad
but what if I am an existing player, how can a website X make me play more?
newcomers can play 10-20 hours and the chance they buy anything is like 0%
3rd party developers fill the gap with functionality desired by the community that is not necessarily in line with the game developer's core focus
just to make it clear: I'm not arguing with you on this one, just really want to understand how it all works
give it a real hard honest thought, would you play the game the same amount or more, if you had to sit and deal with trade chat to get the crap u wanted?
it's a pretty good test
I believe GGG are not stupid and it they made such decision there a strong considerations behind it
I mean if there were no poe.trade or anything.
that's the question I was thinking about the last 30 minutes to be honest ๐
my gut-shooting-from-the-hip-guesstimate is that GGG has at least 30% of their revenues to thank poe.trade for its existence
also, here's a hidden fact that few people talk about:
80% of the revenue come from less than 5% of the paying customers.
and I would be surprised if it was any different with PoE
If you want an example of a game with lots of 3rd party support (without full on mods) take a look at world of warcraft
as of a few years ago when I last played, you could pretty much replace your entire UI and they had similar rules as GGG with 1 click -> 1 action (with some exceptions)
I can't speak for anyone else, but having that extra functionality definitely caused me to play more since the base UI was fundamentally insufficient to meet the demands of the game at high level play
I would certainly not have been playing today if I had to scour the forums or sit in trade chat trying to get ahold of something i needed for my character.
I want to play the game, not sit there and scream into a pillow because there are no frigging drops.
Trade democratize the ability to reach end game content, because drops are so frigging random.
And will become even more random in 3.0
I wish they would start filtering out people who has AFK Mode enabled or DND
should be a easy flag for GGG
agree
afk/dnd is the thing that makes trading horrible imo
that, and price fixers
yep
at least with pricefixers you can just skip to other ones
finding same item / unique but then they all have afk stinks
humble brag After researching python for two days followed by two days of writing code i finally managed to enter test data into my db for tracking unique's prices. From this experience i can safely say that writing code is easy but understanding what u wrote is hard. Thank you everyone for inspiring me to learn something.
when do you think that the dat file will be updated for 3.0?
@compact isle Arcane Surge use 3 params on a mod
Arcane Surge grants % more Spell Damage\nArcane Surge grants % increased Cast Speed\nArcane Surge grants % of maximum Mana Regenerated per second
How about separate it into 3 stats?
Pretty sure they're intended to use together in this case, you put 0 as value if you dont have a stat
considering this is only used by arcane surge it works fine
Is it difference with 'Supported Gem' ?
I'm not sure what you mean
Supported Skill grants % more Spell Damage, etc
Oh, yes it's different because the skill applies a buff which does those things
I see
Home office temperature: 30 deg C
hey where can i get a list of uniques? wiki?
as a dataset?
ye like, as a list of mods on them
eh i think im better off parsing pathofbuilding files
though theyre mixing in implicits
I wish we could just agree on an intermediary "source of truth" that is more sensible than the wiki apis
which the wiki could then use as well
you mean someones site that hosts all the apis in a more convenient format?
like a github repo perhaps
ye that would be pretty useful
@mortal bone @obtuse citrus would you guys be interested in collaborating with that?
you can't do http requests in wiki modules
@woeful sphinx and I have talked about that a bit
I would be happy to contriubte in any way
We have been thinking about a repo that holds all of the data that you can just git and be done
Things like beta and lives trees.
PyPoE already has most of the stuff you'd need, I've considered adding an unique db but I deceided it was just annoying to maintain that alongside the wiki
Yeah, like RePoE but also with data that's not in the GGPK
It also gives a solid overview of what has changed
Let's figure something out together. I think that's a good way forward.
Probably easier to pull that from the Wiki than the other way around
Which wouldn't be much work, would pretty much just be moving the unique pulling from PoESkillTree to RePoE (maybe converting it to Python)
it's fairly trival to do with the mediawiki api
Yep
I never figured out how to use that cryptic thing
read the docs? lol
has the links here
and some examples
There are mediawiki api bindings for most languages which means you wouldn't need to do the url/response handling yourself, which just cuts it down to basic api usage
My concern is versioning the data
The only issue I had with that was that explicit mods of uniques would just randomly be reordered. So seeing what has changed just from the diffs is not obvious.
but fine, i guess we'll just use the wiki
If we'd not use the wiki, building that data yourself (mapping mod texts to mod ids) is a lot of manual work.
It is done manually on the wiki so there is that and we already got people besides me doing it now
it might be a SMW thing, the lua table order should not change but I need to check
Yeah it's already manually done there, so it'd be a lot of duplicate work since I don't think they would all move to work on raw json files.
You just need to move uodatedb lol
best thing would be if ggg just gave us a table for the unique items but when I asked chris they didn't want to put the work into it ๐ญ
@simple ravine versions are easy on github you just release and the source is attached
@mortal bone I'm well aware of how git works.
And they already have the data. It was in the GGPK at some point. They'd just need to throw the stuff out they don't want us to see.
Btw, we should probably make this an organization instead of a single account
yeah but that's work they don't want to commit to that atm it seems, also think no complete consensus there whether they should at all
so we're just left dealing with what we have
For now a sensible solution to have a data dump is probably to just use @woeful sphinx RePoE repo and add the uniques from the wiki
or just move the "compiled" data into it's own repo
skill tree is also not in ggpk?
It is and isn't easily put together
I have skill tree generation working for the most part, but I can't do the sprites at the moment because there isn't a python library that can read the DDS image data properly currently
the ones that do only support other versions of DDS it seems
and I don't really want to implement the dds format myself atm
@obtuse citrus I've done it like a year ago and even shared with you lol https://github.com/Vlad-Zhukov/poe-tree-renderer
hmm POB sources contain byte order marks? pretty sure lua engine chokes on those >.>
@waxen musk you can take https://github.com/EmmittJ/PoESkillTree/blob/master/WPFSKillTree/Data/Equipment/Uniques.xml for now. probably easier for you to handle
i kinda like the variants though
And that's gonna be pretty similar to what would end up in RePoE when its put there like @obtuse citrus suggested
@lapis drift I mean not rendering the tree but compiling into json or lua for PoESkillTree/PoB
wait actually, did PIL work for you with the DDS images? When I tried it it couldn'T read the dds data
there should be .png versions of those files on the CDN though, right?
Oh I see you're using that hack hehe
@obtuse citrus it's not a problem to create a json out of this
right, but that would alleviate the issue of not being able to convert dds to png, as a batch process
Beta doesn't have skill tree files hosted anywhere
and beta closes in 3 days.
Been 2 probably will be 3
thezensei with what thefrz linked me I can handle the dds just fine in python
๐
also t here is imagemagick if you just want to convert
I'd be glad to help with tearing up my lib into a set of useful fnctions
@lapis drift Well my converter is mostly done besides the image conversion https://pastebin.com/Z9uGcwaH
I am cool with keeping the format updated as well
I see you want it to generate the JSON only
yea
u talking about the tree or uniques still?
tree
Tree
I would like to have a set of universal functions that you can use for anything
it just feels like everyone reinvents the wheel for their own needs ๐
Most just want updated json
Well the foundation to make your own passive tree viewer is there already in PyPoE, the point is just to be able the generate the json as GGG delivers it
We already have all the tools that need it
sure but it's not useful for the wiki for example
implementing a skill tree on the wiki is another story :x
@lapis drift the problem with anything that's more than data is that everyone uses different languages so they can't all use the universal functions
no, I mean for exporting the data
Not sure what you mean thefrz
Isn't that what pypoe does?
@mortal bone only some of the wiki stuff, not all of it
I'm just suggesting to move the parsing logic to shared/in pypoe
once you have the mechanism for that you can implemet other things on top on it
like JSON generating, wiki exporting and so on
uniques required level is determined by its base/mods right?
i mean it doesnt have to be stored separately
I see what you mean but the problem with that is (and why I haven't done much of this yet) is that people have very different needs when it comes to how they use the data
the GGG json implementation is pretty dumb is some ways for example
Same reason I deleted my SQL exporter then updating it recently. There are different SQL flavours where other approaches are optimal (different data types, storing stuff differently) and it's best to properly design your things around your needs
I could the same about RePoE, it's designed around a specific need
@waxen musk it's max(base item level, 0.8 * highest mod level) like for rare items, yes
Shouldn't we just create the standard?
@obtuse citrus yeah, I mostly just did what I needed myself, but tried to keep it general enough for others to also use
Why not just be the first general use data
and since it's just data I guess anyone can use it somehow
You don't have to worry about supporting all the formats
I mean, it should be useable for most use cases. But I can't foresee what format would be best for others
Exactly the problem I'm facing
XML and json have good parsers in every language
can't change that though :p
a good reason to maintain a more sensible format, as I previously mentioned
@mortal bone The problems starts here when you think about what to do with foreign keys/references
Rip bot
(omg automod removed my message ...)
if you resolve them all files get too big, if you don't you might as well use the barebores dat -> json export
I don't get it why we just can't have a PyPoE module that parses all this tree-related files and returns an in-memory structure? Once you have it you can do anything you want with it
I am willing to help with it
Then you are forced to use a 3rd party library that is pretty volatile
is there a way to make it printout all the properties, or do I have to enumerate all the fields possible?
And you are forced to use Python
come on, we are already using it
PoESkillTree isn't, path of building isn't
my stuff isn't / won't
All the web apps and mobile apps aren't
sorry you don't get what I'm trying to say, nevermind
but for exporting data into a sensible format, which is then hosted on a git repo, the language isn't that important
@obtuse citrus break them by category? You could get a lot of smaller files with a mega file telling you the structure of the little ones
@simple ravine browsebysubject puts out all property on a page if you use print out you can pass it multiple properties
just separate multiple ones with a pipe ( | )
I am just trying to create a query that will enumerate all uniques and all their properties
And according to the wiki, the askargs was recommended
yeah because you probably don't need all the properties on a page
a lot them are just for use on the wiki
@mortal bone I think keeping the foreign keys is the only sensible way to do it tbh. World areas for example have connections to the next area
and that area to the next...
pretty frustrating thing, this SMW lol
if you include the whole data I dont know how big you end up with, but something really huge
(it's why you use foreign keys anyway :P)
Of course
The full .dat to MySQL is about 27MB
You can make the reference a file name though
That is pretty small
Something like reference_file reference_name would work
Well my raw export does this already sort of it, it includes the specification header
@simple ravine It has a sandbox if you haven't found that yet. https://pathofexile.gamepedia.com/Special:ApiSandbox#action=askargs&format=json&conditions=Has+rarity%3A%3AUnique&printouts=Has+name|Has+explicit+mod+ids¶meters=&formatversion=1 returns uniques with name and mod id
Only thing I dont really have raw exports for are file formats other then .dat
As long as it is documented the format doesn't matter too much
That is what versions are for
make a git to store all json files?
thanks, @woeful sphinx
@velvet fog we are thinking of making a git with everything
Skill tree data, uniques, etc
If it requires any funding of any sort, i'm happy to chip in, let me know
forgot if organizations are free or not
organizations are free
They are free
private projects are thing that is not, i think
Correct
but that doesn't matter for us
If we want to use RePoE as basis for that, I don't mind moving that to an organization
I should probably move PoESkillTree to one lol
From what I've read GitHub does redirects from the old location and all that kind of stuff. So there isn't much of a downside ๐
fyi, i'm working on a library for generic things, would be willing to move that into the organization as well
c#
it's a bit unfinished right now, but will be cleaned up soon
Yeah, and the RePoE parsing in there could also be moved, it's probably similar to what @simple ravine did
Correct
I'm actually re-using the data form your library, @woeful sphinx. The funcitonality I'm writing is logic revolving around the data provided by those files.
Maybe one for images?
@simple ravine are using the stuff in PoESkillTree?
Not sure if everyone wants all the images
no
That's the stuff i meant ๐
for images, Git hub has another offering for binary files
Not sure if ggg is entirely happy with posting all the game images though
which could serve perfectly for images and that type of assets
I guess they could let us know if they don't find it fun
We can email Chris
I had my own .ggpk, .dat, .psg, .dds, .smd parser, in PHP
https://git-lfs.github.com/ was what I was thinking about, btw
I haven't used it personally yet, but I've got an employee that raved about it
Thing is, I'd rather work on rewriting PoESkillTree's computation stuff atm. So not sure when I'd get to moving stuff around.
with 3.0.0 near I'm busy with the wiki :p
Let's revisit the idea in a few weeks?
I'm almost ready for 3.0 :p
Most importantly, what do we call the organization
The two hardest things in programming: naming and cache invalidation xD
I'll probably not be done by then, but if all I need to do is moving stuff around, I should find time for that
"poe-tool-dev"
I'd call it poe-data
Are we limiting the organization to the stuff just revolving exporting and importing data?
Ah
it can be as simple as 'data'
or that
For items I see that there is an inventory icon in the wiki, however, there is no reference to the CDN url of the item art saved, or?
no because it's stored on the wiki
Assume I'd like to include the art in a software, it would perhaps we unwise to use the wiki as the image source...
Hence me asking
you can derive the cdn url from the metadata id, I think. But I just downloaded the wiki images directly.
A humble suggestion for the data repository ๐
for regular items, you can derive the cdn url from the dat data, so that's no biggie
@compact isle 'Choking Ash', Flavour.Code=UniqueJewel107 but ItemVisualIdentity.Code=UniqueJewel108, so strange, and same as 'Straight and True' with Flavour.Code=UniqueJewel108 but ItemVisualIdentity.Code=UniqueJewel109
Who should I speak to if I'd want to invite my discord bot to this server?
<@&174997701513969665> or <@&174997233853399041>
Already answered.
stahp
D:
certainly odd @velvet fog I've passed that along
may i bother a <@&174997233853399041> for a moment? because I saw you guys added a link to FilterBlade on the tool list! thank you for that first of all, but the link seems to be broken, there is a missing ":" between the "http" and "//www"
Should be good now
yup. thanks again, really appreciate it! <3
Np
hope .torrent for pre-download
will we get passive json tomorrow?
that's currently the plan, barring anything unforseen of course
@woeful sphinx hey are you planning to update repoe to 3.0 or only after release?
Gonna do that once the patch is out so I don't have to change the code to use the beta dat specification
ah okay im trying to parse unique stats from pathofbuilding, guess ill just ignore the 3.0 ones for now
If you do need the data now, you can try to change it to use the beta spec and run it yourself
guess ill wait, i dont have a 3.0 game yet
dont think i have the game installed at all now actually
Me neither, so that's another reason why I didn't update it yet ๐
But the PoB unique data doesn't seem to rely on any game data, or does it?
i think its collected manually
its just that i cant parse it because mods.json doesnt have the new mods
do you want to parse that back into mod ids?
stat ids actually, so i can have all versions
that won't work with variants, though
does the wiki have 3.0 stuff?
the old stats may not exist anymore
i havent seen any 3.0 updated items on the wiki yet
im pretty sure the mods exist, but rolls might not be in correct ranges
otherwise the game wouldnt even be able to display the item
which is why i'm parsing them into raw stats
not sure what they do with complete stat changes, but yeah, they'd have to exist to be translated
complete stat changes have to apply retroactively i guess
like the chaos conversion added a 60% formatter to everything
was thinking more on the lines of adding/removing entirely new mods
i suppose they never actually go and patch all the existing items
can you think of an example where it would mess with existing items though?
legacy items do still need to be translated in-game, so no
translations might change, i.e. the ailment stuff etc
yea thats why im having lots of trouble with POB data
because it has lots of old wordings
yeah, you can't like get the old chaos conversion back
and i have to manually fix it
and it randomly uses different unicode symbols for "-" >.>
wonder how stash river will look like after 3.0 if u start from the beginning
you mean the trade api?
public stash api, yea
idk i only used it once to grab a few pages of items
does it only give you the updates if you start from scratch? or will you actually pull all existing items
waiting for final content.ggpk
right, but lets assume they retroactively change the wordings of a stat
id imagine you would only get the actual updates
like, the backend that looks for changes probably doesnt care about translations
because if so, you'd have to keep two versions of the translations in memory, worst case
ye i guess you will have to support old items for a while if you still have them stored
nah if I fetch change-id 0 after the patch
oh
i assume they will give you correct translations
depends on when they actually do the translations i guess
if they cache too much, then it can be bad
exactly
@compact isle Do you have any insight how translations in the stash api will work? Will changes to translations be reflected, or do we have to take two versions of the stat translation into account?
hmm do legacy mon'treguls still have increased zombie damage, or theyre all "more" now?
since the "increased" mod doesnt seem to exist anymore
I'm pretty sure the stash api uses whatever translation the live version of the game uses
it's "More" now
okay so they do update old mods when this happens, good to know
yeah as Omega_K2 puts it, the stash API always serves live data
the items are deserialized from a binary format and stat descriptions etc are all generated during the API call
Okay. Thanks for the confirmation. That calmed my nerves!
unfortunately for people who have old river data, there's no real easy way for them to update their existing items without restarting from the river ๐ฆ
I will just re-iterate my sincere wish for machine-redable stats on the river feed. ๐
yep I understand the desire, it'd just be a very big step
work wise, or?
work wise and otherwise, the website doesn't understand any of that data
essentially what you'd want would be the raw stats and their values
then to rebuild the "mods" and stat descriptions yourself
(on the third-party side)
that doesn't exactly seem clean either...
I can see three different ways you could potentially solve that issue:
a) Create a separate endpoint that would include this instead of the human-readable version
b) Change the output based on a parameter (?id=x&version=y)
c) Append both of those properties, in an ahoc manner (with different property names) - this would be my least favorite, as it'd add strain to both your servers and the consumers.
That way, the choice is explicit.
no pun intended ๐
lel
doing it with raw values is also annoying since (as some of you have discovered) a lot of values have been retroactively fixed by applying some function rather than updating all existing items
Content.ggpk or Passive Tree Json tomorrow?
skill tree data + item filter stuff should be tomorrow as far as I'm aware
I don't know if we're doing a torrent thing
Well you apply the stuff from the stat descriptions anyway at the end of the day when messing with the raw values
yeah it's just that that then creates a dependency on you understanding the stat descriptions which is a whole different ballpark
it's like stats that lie
Yes, I understand there are implicit consequences of adding those raw values. Such as, people will be starting to ask some question about "how do I figure out what these mod stats mean?" and you'll end up having ot provide a static data API for that as well... which of course I feel would be a good thing as well ๐
exactly
The text can lie more though ๐
has anyone successfully ran PoB on linux? I tried it through wine and PlayOnLinux and can't get it running...
hence the very big step I was talking about
indeed! That makes it even more confusing
Currently, I am trying to create a parser that will decompose composite modifiers, which is a living hell, though.
Are there any last-minute changes to the .dat files that would render our efforts of parsing the .dat files with the current beta files futile?
yes :p
I don't really touch that kind of stuff, but I think you should be pretty safe
there might be some changes for Harbinger though
pertaining to the fancy item sharding stuff for example
Will be interesting to see how people react to that mechanic, indeed
yeah I'm quite removed from the tech behind it so I wonder what kind of drop rates / requirements we'll see
I especially feel good about the new currency shards and orbs. I think they're a good addition.
yeah exactly! I like the idea of higher currency tier shards
at most they'll take up one slot in your stash since reaching a full stack just makes them a normal orb
Watch the guys in standard who sit on a bunch of Mirror become slightly nervous ๐
really like the annulment orb or whatever it is
Right... I was wondering about the reason why the Currency tab wasn't re-vamped to add shard-specific slots like you can see for alchemy orbs and such, which hints that the currency additions might be a temporary visit?
always thought that should be in the game, plays perfectly to the idea of chance
I made sense to not add those when Eternal Orbs still dropped
yeah not sure what's going on there myself, I've been swamped with other stuff
Yes, completely agree. It does give some unknown consequences to the macro economics though, especially for permanent league, as it might become easier to craft certain items.
crafting being the daunting thing that it is, I'm not sure if that's necessarily a bad thing
/personally
there's something so satisfying about having so many alteration orbs
and then at the end they're all gone
and your item is still some shitty blue
๐ฆ
Well, i'm a degenerate gambling addict, so I can't stay away
with the orb of anullment at least now you can search for cheap items people are trading that can be "unbricked"
just like when master-crafting first came out
๐
Yeah, watch Brood Twine get many siblings over the coming months ๐
Well, all the best of luck with the launch. Hope you'll have 1st world scaling issues
(that's a good thing)
@compact isle do you know the approximate percentage that uses Steam vs Standalone client?
we try to keep that kind of information private
player numbers being an important business asset or something
I'd ask Chris if you want a real answer
completely understand
i was looking at the steam login charts and just got curious, but again - one of the most crucial KPIs for a f2p game (in combination with conversion rate, retention/churn etc)
I dont think Chris would tell anyone external ๐
oh a new orb? any info on what its droprate is like?
@waxen musk there's multple new currency items introduced in Harbinger
we'll need more emotes btw.
hmm what happens if you un-craft an essence item back to blue, it seems to be possible with anullment
i mean what would its prefixes/suffixes be named
https://www.pathofexile.com/forum/view-thread/1927546 <- @waxen musk
since the mods seem to have dummy names
you can if it only has one prefix/suffix after scour
you need to do multimod trick if you want it to stay yellow
because "remove master mods" does not change rarity
but scour does
Scour goes to white
i tested it specifically, let me find a video
Even after the meta mod it stays yellow
well i kept asking this in chat and kept getting different answers so i had to test >.>
ppl made vagan swortds with no other mods by using multimod+one other master prefix before scouring
thats why i wanted to see what happens if you make a blue with only the essence mod, but it doesnt seem to be possible currently since it will always have other prefixes/suffixes
what happens if you protect the essence modifier, and append another essence to the item?
afaik it ignores meta mods?
oh
how unfortunate, that wouldve been fun
Our solution is that Essences will ignore master metamods when rolling an item.
Makes sense now that I've read it for sure
perfect agony is a new passive?
ye ill definitely read them when i actually get to playing
tfw when u delete the wrong file from your source repository, and didn't commit the changes you made first ๐ฆ
it was just ~20 lines or so
but still
oh wait, you're actually right!
visual studio deletes to recycle bin
yay ๐
Aye
15+ years of visual studio, and i did not think of it
thanks for that
i'll remember that one for sure
Np
I thought you may have been working in something else
In which case, that would suck
yeah, i starte with undoing it from the local git repository
i'm doing some changes to this internal ad tech system we made, and writing javascript code ๐คข , and found that VS Code had better support for ES 6+ stuff, until just recently
I really hope those new orbs works with master mods like "prefixes cannot be changed" and you can randomly remove a suffix
+1 indeed. I think so though...
Anyone tried CosmosDB's new graph capabilities? (azure's rebranding of DocumentDB)
Or tried to put the stash tabs into a graph database of some sort? I'm thinking it could be pretty interesting
@indigo shale check this https://github.com/Openarl/PathOfBuilding/issues/28#issuecomment-319701486
<@&174997233853399041> hey Emmitt, any estimated time for the PoESkillTree update?
You can ping Emmitt directly btw instead of pinging all the sub mods
When the data is released
Yep
@solemn crypt thanks for the info
Mhm
just gave Bex the 3.0.0 passive skill tree data so it'll hopefully be out soon!
:p
then all we have to do is channel our energy to openarl!
Any chance of having linked items in chat go into the logfile too? ...instead of _
This would help, so that we could write a chat tool that allows clickable links, translation, better ignore list, etc
(also, showing other actions like when friends log in/out, etc)
^- @compact isle , do you know anything at all about that?
novynn is webdev and not working onthe client afaik
Does anyone know if theres an angular module that converts an item object (as provided from api) to a pretty item?
or just css for items ๐
anyone has a list of unique icons? im trying to grab them from trade API but that doesnt seem like the best idea since im stuck at about 2/3rds >.>
I downloaded it parsing Metadata and converted to URL
@waxen musk my images are like AgateAmuletUnique.png
huh theyre in metadata?
Amulet7Unique.png (Eye of Chayula)
i mean there are metadata files but they dont seem very helpful since i still need to know which ID is which unique
@waxen musk do you use any of this files?
BaseItemTypes ("Id" field) to relate to:
ItemVisualIdentity ("Id" field or "DDSFile" to build your URL)
i dont know how to parse these ๐ฆ
also my ggpk is way outdated so it wont be of much use anyway
i think it is fine
@waxen musk how do you identify your Drillneck unique for example? what properties/id or something you have?
where did you get the name?
do they have standard id's?
from POB >.>
i parsed all the stats so now i just need icons
tomorrow, you'll find them on the CDN
guess im not in a hurry anyway, i could just use blank icons for ones im missing
@simple ravine will it be possible to relate them by pure name only?
I doubt it
Riv only got name
๐
@simple ravine do you use ItemVisualIdentity to relate your icons?
I do, indeed
I take the filename and path, and grab it from the cdn
replace .dds to .png etc
yeah, they have the sprite
oh you mean just grabbing the images? but you can get them from ggpk so whats the point ๐ฆ
i did not test exporting from ggpk and converting .dds to png, downloading from web was way easier
anyway you would need to know the ID
well yeah the name -> path, or id -> path is the part im missing
since the id's don't come up anywhere else i might as well just work with names
are you using PyPoe ?
@waxen musk they are in https://github.com/EmmittJ/PoESkillTree/releases/download/2.7.2/PoESkillTree-TheFallofOriath-2.7.2.zip under Data/Equipment/Assets
doesn't work perfectly when going just from names though (e.g. the two-stone rings)
check specification, there is a ItemVisualIdentityKey point to ItemVisualIdentity.dat
@velvet fog yeah, he's wantng the uniques
I had my own Uniques table with FlavourKey and ItemVisualIdentityKey, most of these two names are the same
you can check the Flavour to get Id and reference to ItemVisualIdenty Id, will get almost 90% of the Icon files
["UniqueQuiver3", 37992, ""Why waste such a fine arrow on just one man?" \r\n- Kiravi, Vaal Archer"]
for drillneck
UniqueQuiver3
at VisualIdentity:
"Id": "UniqueQuiver3",
"DDSFile": "Art/2DItems/Quivers/Drillneck.dds",```
but, they may use UniqueQuiver3_ or UniqueQuiver3__ or UniqueQuiver3a in these two Id
A manual mapping is needed
"UnknownUniqueInt": 37992
matches "Unknown0" column in FlavourText
anyway, I don't thing he got the FlavourText too
i thought downloading list of uniques from wiki was the easiest (via API)
but i don't know how, never tried it
@waxen musk if you really need the icons, i would download from wiki, it uses full Unique name + inventory_icon.png
like Drillneck_inventory_icon.png
but i don't know how to get the direct link
@velvet fog do you know how to do it?
hmm why are there 3 images for each flask, whats the middle one for?
well that would be the wiki link
ill just do it later with pypoe or something
@waxen musk it is some sprites shenanigans, i don't know too much about it
@elder hearth well, you can get full image info (including direct link) via wiki api
like this for example https://pathofexile.gamepedia.com/Special:ApiSandbox#action=query&format=json&prop=imageinfo&titles=File%3ADrillneck_inventory_icon.png&formatversion=1&iiprop=timestamp|user|url
looks like it would work for Riv
@timid hemlock does the dps number for dark pact skeletons take into account the chaining?
also, is it possible to set the number of Wither Stacks while you have your Effective DPS selected?
@elder hearth yep http://i.imgur.com/4qEVooV.png
@solemn crypt so i set wither (totem) on my main skill, and then go to calcs and select my real DPS skill?
well, yeah.. if you want to see dps on calcs tab.
or you can select wither as main skill on the left bar, set max stacks, then switch main skill to desired one. it will also work.
whichever you need ๐
Does PoB have any plans with EHP?
Hmm? @idle zephyr
Heyo!
I haven't done tool dev in a longgggg time. 2 years since I did anything serious work on studying PoE mechanics. Just open this file today. :x
http://i.imgur.com/p4Zp0aH.png
https://www.pathofexile.com/public/PoE-3.0.0-preseed.torrent torrent file ready
@wind garden nope
torrents are always so slow ๐ญ
@compact isle I think you forgot to create Harbinger - Shops forum section
they look there to me
oh huh it's here now
400KB/s torrent download speed 
is vaal summon skeletons also renamed to vaal summon skeleton?
it didn't get renamed in beta
It does still summon multiple skeletons, so the plural is still appropriate ๐
Does summon skeleton no longer summon 2 at a time?
Correct
that's what patch notes say
Summon Skeletons has been renamed Summon Skeleton, and has been reworked. Many of the passives and items that interact with it have been rebalanced. Summon Skeleton now has a base cast time of 0.5 seconds, and the cost has been reduced by approximately 60% at all levels. It now summons a single skeleton per cast and has a base limit of 5 summoned skeletons.
Aye
you can still spell echo if you want the old double-razzle 
yeah same, until we move next later this month
then it's back to 60/6 or something like that
when we signed the contract, the landlord was like "yeah, we're looking into fiber. we're looking at different proposals"
so probably 2019
๐
Volkuur's Guidance have 3 varients
lets take a moment for our fellow americans stuck with Comcast and paying $200/mo for 20/2
poedb is 3.0 release now

cb or www?

cb
such fast โค
so Dark Pact is 0-95% now?
Soul Tether is for people who like to defy gravity?

it's for thanatonauts
for what?
it's from a french SF book
people manage to do near death experiences on purpose, and manage to 'fly' behind the curtain of death
but to come back they have to link themselves using their souls in a chain
thus the soul tether
thanatos being death in greek (?) and -nauts something like explorer, death explorers are called thanatonauts
hmm.. guess supply some 'thin' ES above a build with a shitload of HP ?
It is some extra EHP, i think it is good for hybrid builds
Whelp, Charged Dash in the patch data is completely shagged
Damage Effectiveness missing for most of the levels, and the damage multiplier looks wrong too
There goes my hope of the patch data being final :/
is that the portion of GGG that doesn't really fancy datamine tools? 
๐
they should have done it with some class, and embed Rick Roll youtube video link
Well, it won't show up correctly in-game like this
Since the in-game tooltip relies on these values
On the plus side they finally fixed the conversion stats on all the skills
How does the new Storm Burst skill look like.. good or meh?
are the new currencies available in the beta? im updating my loot filter now, need some info on rarities and stuff
they're not
i wonder if neversink got insider info. he probably did tbh
didn't they post them all in the item filter thread
i see the names and classes of each new base item, i dont see the rarities though
they never tell us rarities
this is why silver coins were loud as fuck the first time they were added despite being very common
cadiro coin explosions too ;/
i guess ill just give them all the same sound and size and adjust an hour later
make the ones you like loud make the ones you don't quiet
o rly
it's not like exalted shard or annulment could possibly be cheap
also they added 2 new classes but didnt say what items are under them ;x
Pieces and Pantheon Souls?
well, i'd guess pieces goes for new hargringer forgable uniques
and pantheon souls are vessels filled with souls of map bosses (which are needed to upgrade pantheon powers) https://pathofexile.gamepedia.com/The_Pantheon
looks like pantheon sould already described on wiki https://pathofexile.gamepedia.com/Pantheon_Soul
@timid hemlock is there anything still left to be done for calculating DP totem dps?
Nope, it should be working fully now
mr arl why doesn't stormburst allow an all projectiles option
where's the pob issues reporting?
time to add mirror arrow issues :^)
search to see if there are similar issues before adding new ones
nothing comes up for mirror
Is neversink updated to 3.0?
not yet
looks like he's trying to finish it now.Default filter feels bad
does PoB know how to calculate tornado shot dps?
I'm guessing it's basically impossible to calculate
sigh. im kinda upset that GGG returns the "down for maintenance" page when their API goes down. my code is going fucking nuts right now..
well, Novynn mentioned around a month ago that they're working on reducing/removing web-downtime during game deploy