Why desync is fixable:
I find it funny that you assume the 'wait' status won't get hardcore gamers killed by something they can't control.
I had this problem in D3. I would die all the time because you had to 'wait' before you could click the freeze skill, then you have to 'wait' until it cast to see if it worked, then you had to 'wait' while your character stood still but you were clicking to attack, then you had to 'wait' for the cooldown to reach 0, despite knowing it had, to be able to click it. This resulted in me dying in D3 all the time, because of the 'wait' mentality, while in PoE, although gamestate is still technically waiting, because I can put my inputs in still the game is going to accept those inputs and attempt them on the server when server becomes available, which gives me GREATER survivability because of FASTER potential reactions, with the occasional misprediction causing some desync, but the survivability is still better. |
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" This 'wait' status is on an ok server for most people stable ~50ms, that is predictable for me. To die in a room that wasn't even on my screen isn't. @Real Wolf You realized that D3 uses the same option PoE does, right? Last edited by DE3me#2347 on Sep 18, 2013, 11:53:13 PM
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" I don't believe D3 uses prediction, from my understanding it uses the 'wait' setup with delay instead. Can you show that they use prediction, as this is the understanding of everyone I have ever spoken to that they use wait Also the wait status isn't always ok even on a stable 50ms, it can result in problems just the same. And we shouldn't be creating everything based on screwing over those who live further away from the US than others Last edited by Real_Wolf#6784 on Sep 19, 2013, 12:07:09 AM
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" This would be the case only if it was designed to work that way. I see no reason the alternative (also having mobs on "wait" status) is not possible as well. Last edited by MrAuntJemima#4079 on Sep 19, 2013, 12:35:40 AM
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"Allowing this is unacceptable as it is a form of trusting the client. For example, you could macro a key to firewall your computer up, which the server would interpret as latency, and cause all the monsters to wait; press the key again, and the firewall goes down, and the monsters start moving again. The integrity of the game depends on never trusting the client for anything; therefore, regardless of what the client does, the gamestate must continue on the server regardless of the client's situation. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" " I think another conceptual error in your reasoning is that with 50ms latency you also have about the same 'delay' on the client. This is not the case. Reading other posts it seems that there are two kind of updates in PoE: minor ones (they are very frequent) and major ones (sometimes they can be sent only once in several seconds, and they include a full gamestatus update). Using the 'wait' method with this architecture would cause anyway teleports or 'fast-forward', just like the 'predict' method. " Do you have the problem only in MPlayer or also in solo? Roma timezone (Italy)
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The discussion gets somewhat boring, because you bring up things that are proven at the start of the thread. Maybe you should read the early posts do get your answers, because i don't want to repeat everything like a broken music box.
All the guys that think it won't work with that option, go and play some AoS/MOBA. These games also have neutral mobs and normal side mobs, but it works just fine. Oh and by the way in DotA 2 there is no possible way to manipulate it, unless you hack into the server. Last edited by DE3me#2347 on Sep 19, 2013, 9:48:54 AM
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" Diablo 3's response latencies really made it aggravating to play a high-maintenance character. I had a Wizard using on-hit procs to reduce Diamond Skin's cool-down period short enough to keep it continuously active. That required me to juggle DS recasts in the middle of rapid-fire sequences of keyboard attacks. The glitch was the built-in latency between the moment the DS cool-down elapsed and the point at which it would allow me to recast the spell. I actually had to train myself to pause a moment before attempting to recast DS after its cool-down elapsed. The other intolerable side-effect of D3's netcode was its hit-on-attack targeting mechanism. The combat engine determines whether each attack hits its target at the moment the attack is fired. That makes it impossible to evade ranged attacks, no matter how far away the attacker is from your character. Last edited by RogueMage#7621 on Sep 19, 2013, 2:49:26 PM
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The client and server simply need to resync more often.
The biggest problem with desync is getting teleported to a location you never went. This can happen when you target a skill on a desynced monster, causing your character to run to the target to its location on the server. A solution for this would be to add an option to disable auto pathing. Another solution is to keep auto pathing on the client only and the server will simply verify that you are not going through walls. |
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" did anyone play ever counter strike(beta 5.2 vs beta 7.6 time 1999-2000) - old - new netcode? Action shooter require shorter reaction time from the game ggg , look into them if the present netcode desync this much. lost 4 RL mates to HC deaths to desync. im the only one left trying to aquire new but after 2 days --- its too much desync . pls get a workaround Witch : HaleJesus LVL 82 Arc Summoner SpectreGuide: http://www.pathofexile.com/forum/view-thread/292391/page/1 pls forgive my gibberish space orc english - its not my native language Last edited by HaleBopp#0969 on Sep 20, 2013, 5:13:26 AM
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