Desync is out of control
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yep, easiest task for a programmer to rewrite the sync code in their inhouse programmed game engine in a way that every client can now tell it, "i just moved from point [x,y] to [x1, y1] and now start attacking monster Z because it's in my weapon range, deal with it".
should take a week or two, not more.
Spoiler
they spent years working on the engine and the sync code
it's BECAUSE network pakets are not transferred reliably that the server needs to define the current player position to calculate damage taken, evasion, block, stun and dodge and tell the client the outcome of their actions after synchronizing them (because it's a multiplayer game). additionally, rubberbanding isn't completely preventable if you implement mechanics like stun. either, if the client takes control over movement or the server tells the client where it just went after you clicked a new position, in both cases the server has to tell the client that you got stunned and relocate you back to your last position. the only solution to prevent relocation is to move damage calculation to the client. cheaters would be happy. regarding already existing bots for poe: not preventable either. as many others i use my computer for more things than gaming and wouldn't let a gaming company take total control over it. and since you can run any operating system virtualized, it's even easier to move your cheating engine outside the reach of your anticheat spyware. ggg knows about the limits of their engine and the problems which arise by implementing things like block, evasion, dodge and stun and why other game companies avoid these like cats the water. they have my respect to have it tried nonetheless and the result is very playable, at least for me. td;dr if it doesn't work for you just say you don't like the game because it desyncs and don't play it. but i would like you to stop trying to change it and so ruin my user experience by open it up for cheating or not implementing basic game mechanics. thx. age and treachery will triumph over youth and skill! Last edited by vio#1992 on Nov 7, 2014, 8:23:43 AM
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Yeah, it doesn't take much to realize there's a terrible reason for them not fixing this. NOT a good one. If every other ARPG basically on earth, can avoid DeSync, which by the way, ARPG's are my favorite games, and until PoE I've never heard the term before in my life. Then exactly how do these other ARPG's have less hackers, cheaters etc... and have virtually NO DeSync? It's absolutely pathetic. The problem is either they do not want to spend the time and money fixing it because their care about money significantly more than their game. Or they simply don't have an employee(s) capable of fixing it. Either is inexusable. Both of those have a solution. BUMP BUMPITY BLUMPKIN!
IGN: BombTheChildren, ProfessorBigJohnson, SmashTheChildren
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I am playing a lot of online games with friends, and I have so few friends in PoE list.
Main reason why the rest of aRPG lovers don't play it is current prediction mechanic, and total server trust technology. It just makes gameplay feeling clunky and annoying in many cases, and I totally understand them. All that failed Lightning Warps, Whirling Blades, deaths caused by readjusting your position are just to much for many people I know. I am currently lvl 90, and last few deaths I can think of: -caring Haku spirit with speed pots active, got some crazy out of synch positioning -2 strong box kills in a death row, without any possibility to react -Whirling Blades failed to get me out of dangerous mob group while doing some timed missions I understand the facts by defenders of current system (cheating being main reason), but expecting all players to have ideal connection and flaws tolerance is just to much for many people I know. Alt Art items as League MTX - When?
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" Let's tackle this one: Cheating Current iteration: -It prevents me from using client side hacking techniques which are essentially when you use a form of DLL injection to lock or manipulate memory addresses. This is blocked by the current system. -It prevents me from using any type of dupe-hack as all of that is handled at the server. -It prevents me from using any type of "vac" hack, since my client does not control the positioning of monsters / items dropped. ______________________ -It does NOT prevent me from Using automated macros to using potions / spamming chat / etc. Players have been RECORDED using potion macros and have not been banned. -It does NOT prevent me from Botting or using any form of automation. -It does NOT prevent me from buying currency from currency sellers (a simple google will show you that) The current iteration of this system also has the following drawbacks: -Fully reliant on internet pathing from nearest multiplexer to your home to Dallas Datacenter. -Desync -Latency spikes upon resync. -"Movement" abilities causing you to move less because the latency from your computer to the one in Dallas says you can't be somewhere. -Inability to play certain specs. -Inability of certain geodesic regions to play reliably in endgame due to reliability / QOS issues. What the current iteration of the system does NOT enable that they said it does: -Dodging of abilities / attacks. -Real-time calculation of mitigation of incoming / outgoing damage. -Blocking. -Spell effects. All of these things exist in other ARPG's that do not have this system in place, so it is patently untrue. If you believe it, then you are a fool who accepts whatever kool-aid GGG gives you. I'm not one to "Demand" a response, but this has been on the Dev manifesto for almost a year now with no updates / no progress reports about mitigating this issue, despite it being the MOST commented issue in the manifesto. Last edited by demonskye#3413 on Nov 14, 2014, 6:19:29 AM
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" Then I guess you haven't played Diablo 2 ? Desync was very common in D2, actually it was even considered to be skill when using a Paladin in PvP. Being able to "sync", meaning desync your own char so that the enemy sees your char at one point on the map / ingame, while you (or rather your hitbox) are really somewhere else. This is achieved using charge with mid / heavy armor, or just charging long enough / charge around certain buildings or objects (the stones, ponds and others while pvping in bloodmore). (google "diablo 2 pvp desync" for videos) Or Diablo 3 ? "Rubber banding" which is basically desync was a huge issue in the early days of Diablo 3 (I don't know wether it's fixed now, because I tried the game and I think it's trash. Hence stopped playing long ago) (google "diablo 3 rubber banding" for videos) Also desync is common in many games, not just arpgs. @ Topic I play PoE almost since the start of the open beta and I gotta say desync was much worse in earlier game versions. Close to unplayable at some points. I didn't change my pc, internet connection or anything else, hence the game improved. Therefore I would not say "desync is out of control", but maybe you exaggerated to get more attention or it's a very subjective point of view. Still the creator of the Topic is right. Desync is an issue and GGG claiming that there is nothing to be done about this seems to be a lame excuse at best. Also cheating/bug abuse/hacking or whatever you want to call it, is a fact in this game (as in most online games to be fair), so stating you cannot do anything about desync because of risking client side abuse is kinda ridiculous. There are certain things that always desync you and that can be avoided like using whirling blades into or too close to impassable objects on the map (strongboxes, trees etc.). Or using flicker strike, because you cannot control where you flicker to and you are bound to clip above mentioned objects leading to desync and death if you are clipping something and then enter a group of mobs immediately afterwards. That is already annoying since whirling blades, lightning warp and flicker strike are skills in the game (and very cool and popular ones at that) and should be used without fear of desync and death. But worse then this form of desync is the random desync out of nowhere. Both should be fixed though. But I have a Feeling this day will not come any time soon. So for now I can only advise anyone to be careful with those movement skills so that you do not desync yourself because unlike in d2 pvp it's not an advantage ^_^. Also always be prepared to spam "/oos" (have a macro like the op or just make sure it's the last thing you typed and then use "enter + up arrow + enter" in case of emergency). www.deviantart.com/van1sh3d Last edited by Unt0uch#7845 on Nov 14, 2014, 9:52:05 AM
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I logged in JUST to reply to this thread, demonskye is 100% correct in my opinion, I have not played path of exile in ages, i think years? At any rate I stopped playing SOLELY because of the desync issue, I just googled "Is path of exile desync gone yet" and came to this page.
You should trust the client for many issues of PvE where all it takes is skill for 1 simple reason: if you can make a modified client that sends packets that said you got out of a situation that was possible for you to get out of, then a modified client that uses automation (a bot) can simply move you out of the same situation. They're both cheating, just one doesn't show it on your screen and the other takes control of your character for you and shows it on your screen. For this reason not trusting the client on matters of things like positioning is £ucking stupid since it doesn't stop cheating but DOES stop players from having fun because desync murdered their characters. I will check back in another half a year probably, hopefully this game will eventually be fixed. It showed great potential but I'll just keep playing league until this game doesn't suck. |
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I'll just leave this here.
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Yup, I got 3 friends to start playing, they have all since left, 2 citing desync, the third because the other 2 left and I worked too much to play with him.
GG, GGG |
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There are some maps that have an unreasonable number of sharp turns and little doodads that block movement. If desnyc is that hard of a problem to tackle, I think cleaning up the map clutter be a practical start.
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Path of Trade Chat Last edited by Matterform#6385 on Aug 30, 2024, 1:09:50 PM
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