Will the desync ever be fixed?

No.
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SaiyanZ wrote:
I have played at least 100 hours and doorway deaths are the most common when it desyncs. This is when I run into a room and realize there's too many fast enemies to take on at once. So I run back out the room to take out a few at a time thinking I'm safe. Nope. Due to the desync the game automatically teleports me back into the room surrounded by mobs because there was an enemy or two blocking my path or the doorway without me knowing.


This is why all my melee characters have some kind of movement skill that lets them move through monsters (like Leap Slam or Shield Charge) - not only are they good for closing the range, but they make escaping a bad desync situation a lot more reliable.
I find it sad that the player are told to adapt to a performance bug rather than actively petting efforts into it. Dont throw the " they are working on the issue" argument. If they were "actively" working on it it would be worse each week and they would atleast give us a /oos macro.


this is like ( if you remember), when Toyota had a problem with their gas pedal that were getting stuck... its like if Toyota told their customers:" It's not that big of an issue, some people's pedal dont get stuck. You should learn to reckognize when the pedal starts to get stuck to avoid any related problems"
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
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ToxicRatt wrote:
No. Not unless GGG rewrote the entire netcode to trust the client which they won't do. Desync in PoE is here to stay.

THAT'S NOT THE ONLY SOLUTION.

For crying out loud. How did this notion get planted inside so many peoples' heads? There are a number of other options that could be implemented to better mask desync. For example, we could get rid of the Chance to Hit and Sun mechanics. The number of times that the server and client are forced to communicate because of these mechanics is a massive contributor to desync. How come no one ever discusses the removal of these "features"? All they want to talk about is the client trust issue - the one method that any sane person would agree is a bad idea.
New Year's Resolutions:
- Chicken Nuggets
- No More Bullshit
Last edited by Firecrest5#0033 on Nov 25, 2013, 4:43:22 PM
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Reizoko wrote:
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symban wrote:
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.


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).


Lol, and somehow PoE or an Arpg is more "fast-paced" than League of Legends? Seriously? There is more action in League, or at least much, as PoE. Sorry, that is just a huge load of bull. These types of answers is what irritates me. Just own up that you screwed up; stop making retarded statements like Arpgs where you hold a mouse button down while eating a sandwich is more action packed than a game played competitively and for money.
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NebulousFury wrote:
Then again League of Legends is easily hackable. There's a new bot that comes out with every patch which the majority of the top ranked players use. It has a function to cause a lag spike every time it detects that a hero hits you, resulting in them only being able to hit you once.

I rather have desync and have to play in softcore than that.


This game is hackable. People are already cheating, using maphacks/scrollhacks/etc. There are already botters. You dont get whispers and spam from item shops and the like without some bots somewhere. When you start getting spammed from shops, someone is botting. Thats just the way it is.

I can't believe people are that naive to accept desync and actually believe that GGG has solved the cheating riddle, when its a fool's game. You cant stop cheaters. You just can't. Its like the war on drugs; it aint gonna happen. Where there is a will, there is a way. People will figure out how to cheat because there is huge money in it.

Not to mention, this game is free, and a prime target for hackers and botters. They can just spam accounts and light it up till they get caught, and make 100% profit. You really think people arent cheating? Really? Try Google and see whats up.

I'm slightly annoyed at seeing people regurgitate this garbage just because GGG has convinced you that they have made it impossible to cheat, when all they really did was make it slightly harder to cheat, and as a by-product of their ideals, made the game worse for 99% of the population with desync, while the cheaters just have to work a tiny bit harder. They haven't stopped cheaters/botters, and they never will. Ever. So stop accepting this atrocious desync excuse.
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Destructodave wrote:
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Reizoko wrote:
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symban wrote:
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.


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).


Lol, and somehow PoE or an Arpg is more "fast-paced" than League of Legends? Seriously? There is more action in League, or at least much, as PoE. Sorry, that is just a huge load of bull. These types of answers is what irritates me. Just own up that you screwed up; stop making retarded statements like Arpgs where you hold a mouse button down while eating a sandwich is more action packed than a game played competitively and for money.


I didn't knew you could play league competitively. How does that work btw whoever press the 5 buttons first wins hehe? No really im seriously I thought Dota 2 and sc2 was the only competitive games there is
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Burmeister99 wrote:

I didn't knew you could play league competitively. How does that work btw whoever press the 5 buttons first wins hehe? No really im seriously I thought Dota 2 and sc2 was the only competitive games there is


League is the biggest competitive game in the world, and has been for a couple years now. By comparison, it is large enough and has enough weight that it forced MLG, or one of the big competitive leagues(cant remember exactly), to NOT have Dota 2 at their events. It is far bigger than SC2 and Dota 2 right now.

They actually have seasons, like real sports, where players are paid a salary to play weekly games in a studio, and is broadcast on twitch, for nearly every region in the world. If you have missed League's domination of the competitive E-sports scene in gaming, well I dont know how thats possible unless you just didn't keep up with it at all. They pretty much dominate E-sports right now.
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Burmeister99 wrote:
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Destructodave wrote:
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Reizoko wrote:

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).


Lol, and somehow PoE or an Arpg is more "fast-paced" than League of Legends? Seriously? There is more action in League, or at least much, as PoE. Sorry, that is just a huge load of bull. These types of answers is what irritates me. Just own up that you screwed up; stop making retarded statements like Arpgs where you hold a mouse button down while eating a sandwich is more action packed than a game played competitively and for money.


I didn't knew you could play league competitively. How does that work btw whoever press the 5 buttons first wins hehe? No really im seriously I thought Dota 2 and sc2 was the only competitive games there is


Please tell me you are trolling/joking. PoE gameplay is extremely slow paced compared to LoL and LoL game response to commands are 100x faster than PoE.

Also in terms of gameplay difficulty PoE is like kindergarden grade manual control compared to what LoL requires.

You say "How does that work btw whoever press the 5 buttons first wins hehe?"?
Just play a single match against bots, not even real players; and see how they hand your ass to you when you press 5 buttons.


Anyway I am not here to discuss LoL vs PoE; I am talking about game response and desynch. LoL always have hundreds of mobs, 10 players, and extreme fast action with immediate response. No desynch, almost 0 lag.

Why cant we have that in PoE? I would gladly give away whatever is holding back PoE, if we could have that gameplay here.



"
I would gladly give away whatever is holding back PoE, if we could have that gameplay here.


It's the trading community. GGG has decided the best part of D2 was not grinding for gear, but trading for it. They're in a mindset that dozens of QQ threads about desync a day don't even faze them or make them think twice about dealing with it. Priority number one is making sure no one hacks the game to make more loot, thus throwing the market into chaos. Never mind that after you get your paid-for loot you still have to play the game with omnipresent lag because of it. Personally, I think eliminating trade would be the best thing for the game. It's a spamfest rip-off anyway.

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