Will the desync ever be fixed?
" " Both of these quoted for truth. The real reason we have desynch is because GGG uses predictive algorithms as a replacement for server/client communication instead of as a supplement to it. It's a cost thing. |
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" The short answer is, regrettably, NO. This thread: http://www.pathofexile.com/forum/view-thread/626664 that some of the GGG devs have been responding to (wow, the devs can talk to us! I thought they were under some kind of gag order not to say anything on this subject because they have no solution now or ever) covers it in (super) detail and in the end it all boils down to GGG saying that desync is the unfortunate result of the high client/server control they've implemented to prevent cheating. GGG spews out a lot of technical bs in their responses to the poster's thoughts and perceptions on client/server game simulations and why nothing else will work to stop desync and that the devs have reduced it over the years. (If desync has been reduced some then my god, it could be worse!) From my playing a year ago to now I can't see any significant reduction in desync. For example, I was in Cruel Sceptre of God yesterday, opened a door, and since there was a large mob in the next room I backed off to take them on as they came through the doorway. I got desync ATing a monster, knew it, and so I ran the other way. I waited, waited, and waited some more for the server to re-sync me. Eventually it did and fortunately it didn't put me in the middle of the mob, but that 1 desync lasted a good (bad) 7 or 8 seconds. I'm used to seeing 2 or 3 second desyncs but that was the longest one I've experienced in a while so no matter what technical mumbo jumbo GGG tells us about improving desync the problem is as bad as ever. My ping times to the US PoE servers is better than most, usually in the 40 to 65 ms range, so Internet lag can't be blamed any more. "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 Nov 24, 2013, 1:42:14 PM
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" It is a natural procedure that video games are loosing players over time. Let me guess: In 20 years from now nobody might play PoE anymore, but will that be due to a lack of quality? Last edited by Yazariael#4413 on Nov 24, 2013, 3:03:41 PM
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" GGG has not thought twice about flooding PoE with unique trash. They increased the low level unique drop rate and decreased the high level drop rate. What's up with that? So GGG wants us to farm and get a tab or 2 of low level uniques and then play with only Normal and Cruel level builds. By the time we get to Merciless farming is all consuming of our time to see even a few low level (trash) uniques but rarely get any quality drops. D3 was ruined by the devs desire to make you slave away for 100s of hours and it just be a big time sink and then give up and use the AH (damn dark side of the force). So desync is the new normal when it comes to increasing difficulty? Remember, desync is not a flaw, it's a feature. If GGG can spin this as a feature and get us to believe that then they have a great future ahead of them selling ice to the Eskimos. Obiwan, you are my only hope... damn it, why did you have to desync...err...die? "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 Nov 24, 2013, 3:08:18 PM
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its a bit of a downer but not a game breaker IMO, in all my hours playing I don't think a desync has actually caused a death for me. And if it really annoys you or believe it causes you to die then dont play a hardcore league.
Id still rather play PoE than D3, I logged into D3 to give it another go. Just confirmed PoE is still the superior game IMO and I'll still support GGG in the hope they can continue to improve the game. It is still early days after all. |
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" Yes, I was a bit too provocative with that statement. But You know, it upsets me that everyone is whining about desync. And those who have stopped then start to complain about drops, trade system, items in general. etc. Why do You not just take what for FREE, relax and play the game. How many GG-uniques do you want to find per day? Two? Ten? I think PoE is easy..... ährm hard to learn and hard to master. ;) It just takes time and is RNG how fast You maybe proceed. Just enjoy the game, make serious suggestions for improvement but please stop making daffy whine threads. :) |
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Just to add a few things:
1. Doorways - I don't know who first came up with the idea that doorways and obstacles are causing desync, but it seems 100% false from my experience. Desync is all about communication from the server to client, why would a doorway (or any other thing in the game) cause the connection speed to drop? I desync just as often on Docks and Ledge as I do in any doorway-festooned dungeon. I'm sure someone can pull up a quote or rationale for this, but that kind of problem would be if your client is having trouble because you have a shitty PC. Not desync. 2. I finally read Chris' "why we r dysnc" (thanks to whomever re-posted that earlier) and it definitely seems that desync is too big a problem for the devs to handle. It begins with Chris stating they will make "substantial improvements" to desync by the time OB is finished, and then ends with saying all the "possible" solutions may not work cuz: x, y, and z. So, basically, it'll get better unless it doesn't. 3. Desync has to happen. - Complete fucking bullshit. Unless you mean "Desync has to happen to all ONLINE games that require active internet connection" then I will agree. I would gladly give up the trading community and parties in exchange for playing this game without desync. Offer a single-player offline mode with characters and stash that can't be traded online, and I will stop QQing about desync forever. This works to everyone's benefit. To those who don't like desync, and to those who want us to shut up about it. 4. If you die by desync so much you should build a character that is a ranged, tank-turtle, who doesn't use skills x, y, and z. - No. Fuck you. If that's the solution then remove all melee builds from the game and see how you feel when someone suggests limiting your options. The whole reason people like this game is to build and progress different characters, not to be pigeonholed from the start by poor decisions made by game developers. |
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Just a question: How does Riot's LoL have that smooth and responsive gameplay?
It cant be the budget as in D3's case. Also compared mostly 1 person max 6 person action in PoE; LoL has 10 people in action with much more action going on too. Its targeting system is both location and unit based. Also it has path calculations. And action speed is at least as fast as PoE. What is so different in LoL that it does not suffer from desynch like PoE? Maybe their success in that field could be tweaked in PoE. Because when PvP starts here it will be all trap vs totem vs flicker vs shift-click blind bow/ice spear; as neither of them requires player skill. I hope they can grab some hints from Riot before PvP patch hits servers. |
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" I'm no expert, but apparently games like LoL and DotA use a different client-server interaction system than PoE. In PoE, your client predicts what will happen before it actually happens to the sever (and in most cases will predict correctly). That way you won't have any delay when playing, all your actions will happen instantly on your client. LoL, on the other hand, waits for the approval from the server before anything happens. So the client doesn't have to predict what will happen on the server, hence no desync, but you have a delay for every input because you have to wait for the data of your input to travel to the sever and back. According to GGG, this kind of system does not work very well with a fast paced, action packed game like PoE (or any another ARPG). |
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" The thing is, many games that (mostly properly) use prediction use it very minimally and don't try to predict days into the future (which inevitably fails). |
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