Replays

wtb double post timer
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
I have no idea why this feature isn't in all games. The data is already streamed to the player... all you gotta do is save that stream.

This a serious question, not rhetorical. I'm curious what the technical hurdles are, since based on my knowledge of game systems, replay systems should be trivially easy to implement.
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
*quad facepalm* Are you the lead programmer at Epic games or somthing?
Cheaper than free... Speedtree
*octal facepalm* (haha programming pun)
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
This thread seemed relevant, even though its 2 years old and doesn't address desync issue. I'm aware of Common Suggestions and Feedback (with Dev Responses):29. I want an offline mode.



Fix for solo desync: replay system

In case of playing solo, the game can be played offline eliminating desync completely. The server checks resulting replay for validity before allowing the player to interact with multiplayer world.


Basic outline:
1)random seed from the server for initialization of instance
2)all game affecting interaction from player(mouse and keyboard state) and player state(level, exp, items, buffs, etc.) is saved in a replay file
3)replay validity check server side before allowing the player to interact with multiplayer world


Problems* and fixes#
*undesired outcomes(item upgrade, death, loot) can be avoided by making the client send invalid replay
#loot will be generated by server
#item modification not allowed
#invalid replay equals player death
#only battle with monsters happens locally

*server side data being public knowledge?

*costly to implement due to the amount of programming and debugging involved?

*unfair towards party play
#abandon replay idea and favour "staying online" solutions to desync

There are many more...




Player state has to be saved at the beginning and in the end. In between player state saves with sub-replays and -checks can allow for fairly smooth transition in online and offline world. (Some)Randomness generation happens locally. It might be too difficult to see all changes with the game with replay system without actually trying it out and solving problems as they arise.



So far no hardcore desync deaths(highest HC char is lvl19). I play solo and SC mostly. I don't mind desync at this point.
Last edited by ungalunga on May 3, 2013, 4:35:33 AM

Report Forum Post

Report Account:

Report Type

Additional Info