Protecting your "PRECIOUS" economy ain't working so give up and fix desync instead

"I watch the news" isn't evidence. Show us what you are looking at. Otherwise, you are just making stuff up.
Last edited by AlbinosaurusRex#6133 on Feb 3, 2015, 1:20:59 AM
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AlbinosaurusRex wrote:
"I watch the news" isn't evidence. Show us what you are looking at. Otherwise, you are just making stuff up.


The ice is getting thinner ;)
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
All of you are guessing, and then arguing over who is guessing closest. They are not going to fix desync by moving anything from the server, to the client. They have said this repeatedly. It does not mean squat who logs in through what portal.
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AlbinosaurusRex wrote:
"I watch the news" isn't evidence. Show us what you are looking at. Otherwise, you are just making stuff up.


He is talking about the OFFICIAL NEWS SITE FROM GGG if you didnt notice.

http://www.pathofexile.com/news
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
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Vincendra wrote:
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AlbinosaurusRex wrote:
"I watch the news" isn't evidence. Show us what you are looking at. Otherwise, you are just making stuff up.


He is talking about the OFFICIAL NEWS SITE FROM GGG if you didnt notice.

http://www.pathofexile.com/news


Fine. Link it. Shouldn't be hard, right? (That link doesn't point to anything specific.)
Good point about clients updating the servers.

I was wondering why can't we do it like that.
GGG knows the limits, how items can change, what mods can be rolled, the min and max values of everything, movement and attack speeds etc.

So why not let the clients play realtime, and send the data to the servers, which then check if something abnormal is going on, every minute or so. And if, then kick the client and start investigating possible hacks or cheats.

I'm by far not nerdy enough to know how things work but I'm still in the same page or not?
Anyone feel free to enlighten me.
"Im smartest. Your stoped. Dael wiht it."
Last edited by Quantume#0700 on Feb 3, 2015, 5:52:47 AM
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Xtorma wrote:
All of you are guessing, and then arguing over who is guessing closest. They are not going to fix desync by moving anything from the server, to the client. They have said this repeatedly. It does not mean squat who logs in through what portal.


That is again the point of this thread, but thanks again for the random pointless interjection (#6 or 7 iirc, you are not alone at least).
my evasion is so high i only insta rip sometimes
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Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Feb 3, 2015, 6:38:19 AM
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Vincendra wrote:


I don't care how many people leave. As long as GGG can keep up with their quality output and not giving any inch to cheaters by giving the client more rights on anything in the game.


You won't be playing anything after everyone is gone and the servers shut down.
my evasion is so high i only insta rip sometimes
-----
Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Feb 3, 2015, 6:09:28 AM
The number of concurent players or cheaters or whatever stat you are looking at, does NOT matter.

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Legatus1982 wrote:

What you are doing yourself, is in fact, ruining the game.

Whether you like it or not desync exists. It affects people, the effect is clearly visible and wide spread. It causes great distress to the current and potential players of POE. The forums clearly demonstrate this. Whether YOU have issue with desync is flat out, NOT FUCKING RELEVANT to this thread at all. Telling us about YOUR experience with desync does NOTHING.

The discussion has reached a point where it is obscenely obvious that fixing desync will NOT negatively impact the game. Players who cheat movespeed in races are EASILY spotted by very SIMPLE, BASIC, ONE LINE CHECKS in the server code. Additionally, player and monster position CANNOT affect the economy. Having movement on clients will NOT make players able to generate gear, alter damage output, or kill mobs through non-conventional methods (any more than they already can, anyways).

So what we are left with, is a situation where you and your buddies are doing NOTHING in this thread, but obstructing the path to a better game.
my evasion is so high i only insta rip sometimes
-----
Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
 Ok, let's examine this one more time (my last I promise). I move to position X on both the client and the server (in-sync) to unlock a strongbox. I have a high evasion build (my current Torment build has +64% increased movement) so I run away fast to avoid being mobbed to death. On my client I am getting at least 50 fps and have around a 50 ms (or better) link to the Dallas game servers. At 50 ms that equals only 20 fps if the client has to wait for the server's calculated exile position to update the client (what I can see) which is way too low so the client does it's own position calculations and I run back safely from the strong box. On the server it is using "action prediction" which I haven't got a clue as to how it can "predict" which way and how fast I'm moving on the client so it gestimates. Then in a few seconds after a million calculations with the strongbox pack and the exile and damage calculations, etc., the server sends the exile's position to the client and what I see is re-synced so that the client is temporarily matching the server with my exile and all creature's positions. When I see that my exile is repositioned back next to the strongbox and is now dead having just been mobbed to death I am pissed and angry that another desync death has occurred for which I have zero control over. The server has failed to predict my movement direction and distance and so I'm dead again. This happens with alarming regularity.

 Since I can move extremely fast thanks to the latest passive tree nodes (Quickstep and Celerity clusters to name a couple) plus I have a Normic's Storm boots and Queen of the Forest Destiny Leather it all adds up to very fast speed (and a very fun build). So with the PoE client getting out of sync almost immediately when I move from what the server is "predicting" (guessing is probably more apt but sounds terrible) desync is almost a guarantee with the current server/client model . Anyway, when I get re-synced on the client to where the server simulation says I am at (which is usually different when there is a pack of creatures near) my position and some of the creatures are shifted next frame to a different location (another desync) and is ruining smooth playing.

 Since the server is the authority and it is literally in the dark about where I'm telling my exile to move to there is no hope that it can "predict" my movement with any high degree of accuracy. After thinking about my fast build it's a wonder the server can do as well as it does when I'm running full speed (and I don't even use quicksilver... on top of +64% speed... OMG!).

 So to everyone who is against letting the client be the authority (with some kind of self-monitoring to detect hacking) for position/movement calculations and have it update the server, please tell us all how you would solve this serious problem? Just saying that desync isn't a problem won't cut it. If you are so adamant about letting the client be authoritative on this then what do you suggest GGG do (nothing is not helpful) to reduce desync?
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
Last edited by Arrowneous#3097 on Feb 3, 2015, 9:08:38 AM

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