Path of Desync?

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symban wrote:
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Real_Wolf wrote:
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symban wrote:
Forget all apologists. They are totally clueless about what they are saying. Online games have been around since 90s and in my gaming experience I have never encountered any game that has as unreliable information on screen as PoE.


Please list examples.

I can write down a list of games that is more than several pages and you would find an excuse for them not having desynch. I am not in the mood to discuss color of a leaf with a blind person.

If you want to keep your delusion, first answer yourself "which other game requires player not to trust in the information on screen".


That question is not a relevant question.

Are you asking which other game does not trust client with all decisions?

If so I can list hundreds

If you are asking what other game uses a predictive client model while server holds 'true' data

If so I can list a large number, but probably not a hundred

If you are asking what other games have dealt with the client->server relationship in a way to deal with the inherent delay

Then that is every game on the internet.

So feel free to write down any game you want that has online multiplayer with 0 delay and 0 issues, and you will find the list is also 0. If you want other games with online issues, then that is everyone. How they deal with that differs from game to game, but there are plenty out there that have used a similar model to PoE.

For example, which you have ignored three times. Valve. Valve use it all the time.

Now please either prove this fact wrong somehow, or else stop trying to say it is only path of exile. Please stop purposely being ignorant
You still try to avoid the question: just tell me which other game requires players not to trust in the information on the screen as PoE does?

Every other game dealt with the exact same problem GGG had to deal with: internet not being speed of light, making client-server communication, and many of them even making it %100 server based with no hacks.

All games did it this way or that way and made it work smoothly in terms of information on screen being reliable, some even always %100 accurately. Only PoE fails that badly.

I can make a flash swf animation that would load small movies for effects and run them at resized, mirrored, differentiating speeds that would in the end totally suck and just stagger horribly on screen. Then I could just come and say "But this animation calls multiple instances of an effect with variations, and sadly it is inevitable to have such problems. It is not my fault." where as it IS my fault for doing it that way when every other animation runs smoothly.
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symban wrote:
You still try to avoid the question: just tell me which other game requires players not to trust in the information on the screen as PoE does?


Fine:

Counter strike source

Diablo 3

Diablo 2

There you go, three simple examples, all relevant. CSS you can't trust whats on your screen. You do your best to, but sometimes its wrong and you die because of it. People just call it lag. D3 had delay, which meant that as I said in a previous post, I couldn't reliably use my skills because even though it says its available, it doesn't cast instantly. D2 I couldn't trust what I saw because sometimes I would end up with a black wall of death after moving for a bit. Wow, three games which I couldn't trust what information was on my screen, because the server information is different. Almost as if it is every game ever

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Real_Wolf wrote:
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symban wrote:
You still try to avoid the question: just tell me which other game requires players not to trust in the information on the screen as PoE does?


Fine:

Counter strike source

Diablo 3

Diablo 2

There you go, three simple examples, all relevant. CSS you can't trust whats on your screen. You do your best to, but sometimes its wrong and you die because of it. People just call it lag. D3 had delay, which meant that as I said in a previous post, I couldn't reliably use my skills because even though it says its available, it doesn't cast instantly. D2 I couldn't trust what I saw because sometimes I would end up with a black wall of death after moving for a bit. Wow, three games which I couldn't trust what information was on my screen, because the server information is different. Almost as if it is every game ever



Lag and desync are totally different, which makes me think you don't know what you're talking about. And my comment about being unique was from the developers mouth and that was in relation to the games code, not the issue of desync. It is so strange how you can type all of that information and there is almost nothing of substance. Symban, thanks for clearing that up. It makes a ton of sense.
I am not sure about the delay on D3. To myself at least it does not seem to affect gameplay at all. While I do see desync on D3, it happens probably once every week (I play 3-4 hours every day). On the other hand, if I use /oos every 30s on PoE, both the character and monsters would reposition themselves. If I don't use /oos, then often time my character will hit monsters like hitting thin air. Desync and performance are two of the reasons that I am considering leaving the game.

As someone pointed out, I am hoping GGG would provide workarounds for the issue, in terms of game mechanics, skills, etc. THe workarounds shouldn't have come from player by avoiding melee builds, not using movement skills etc.
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klysandral wrote:
I am not sure about the delay on D3. To myself at least it does not seem to affect gameplay at all. While I do see desync on D3, it happens probably once every week (I play 3-4 hours every day). On the other hand, if I use /oos every 30s on PoE, both the character and monsters would reposition themselves. If I don't use /oos, then often time my character will hit monsters like hitting thin air. Desync and performance are two of the reasons that I am considering leaving the game.

As someone pointed out, I am hoping GGG would provide workarounds for the issue, in terms of game mechanics, skills, etc. THe workarounds shouldn't have come from player by avoiding melee builds, not using movement skills etc.


Exactly. When melee builds are not viable, there really is something wrong. Trying playing one in sceptre of god without putting your foot through your computer tower. Hell I just finished it with a ranged character, and I'm pretty sure my neighbors woke up with the amount of "GOD D&^@ DESYNC POS!" I was yelling. Those jumping frogs are from hell. They can land 20 meters to the side of you and still hit you, let alone trying to dodge the evangelists. Run out of a room thinking youre safe? Haha j/k teleported back inside and stomped to death. But seriously, I need to learn to play. It's my fault.
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klysandral wrote:
I am not sure about the delay on D3. To myself at least it does not seem to affect gameplay at all. While I do see desync on D3, it happens probably once every week (I play 3-4 hours every day). On the other hand, if I use /oos every 30s on PoE, both the character and monsters would reposition themselves. If I don't use /oos, then often time my character will hit monsters like hitting thin air. Desync and performance are two of the reasons that I am considering leaving the game.

As someone pointed out, I am hoping GGG would provide workarounds for the issue, in terms of game mechanics, skills, etc. THe workarounds shouldn't have come from player by avoiding melee builds, not using movement skills etc.


D3 deals with the inherent delay in internet differently. For myself when I played, I had a 200+ ping, and it was almost unplayable permanently. For those with a lower ping it would be less noticeable.

For the /oos, thats because your client is always 'ping' ahead, so when you /oos it actually moves you to 2x ping behind where your client is. Most of the time your client is roughly correct just delayed, so while it appears that its always wrong, its actually 'fine' most of the time. Not to say situation is perfect, it can get out of sync way too easily because mobs are dealt with badly (pathing prediction on client is shit).

As for what repairman said. Lag and desync are different things. Lag is the delay between two things. Desync is the two states being different. D3 does not have desync because the client state is just a delayed mirror of the server state. Still can't trust the data though because it is 2x ping old. CSS does have desync though. It is called "lag" because lag is a general term for these sort of things. The lag IS desync though, as it is the client and the server not being in sync, one having reached a different 'answer' to the question 'where is player x'

Yes their gamecode is unique, its their own game engine. But no the issue of desync is not unique
Last edited by Real_Wolf#6784 on May 12, 2014, 1:16:50 AM
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Real_Wolf wrote:
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klysandral wrote:
I am not sure about the delay on D3. To myself at least it does not seem to affect gameplay at all. While I do see desync on D3, it happens probably once every week (I play 3-4 hours every day). On the other hand, if I use /oos every 30s on PoE, both the character and monsters would reposition themselves. If I don't use /oos, then often time my character will hit monsters like hitting thin air. Desync and performance are two of the reasons that I am considering leaving the game.

As someone pointed out, I am hoping GGG would provide workarounds for the issue, in terms of game mechanics, skills, etc. THe workarounds shouldn't have come from player by avoiding melee builds, not using movement skills etc.


D3 deals with the inherent delay in internet differently. For myself when I played, I had a 200+ ping, and it was almost unplayable permanently. For those with a lower ping it would be less noticeable.

For the /oos, thats because your client is always 'ping' ahead, so when you /oos it actually moves you to 2x ping behind where your client is. Most of the time your client is roughly correct just delayed, so while it appears that its always wrong, its actually 'fine' most of the time. Not to say situation is perfect, it can get out of sync way too easily because mobs are dealt with badly (pathing prediction on client is shit).

As for what repairman said. Lag and desync are different things. Lag is the delay between two things. Desync is the two states being different. D3 does not have desync because the client state is just a delayed mirror of the server state. Still can't trust the data though because it is 2x ping old. CSS does have desync though. It is called "lag" because lag is a general term for these sort of things. The lag IS desync though, as it is the client and the server not being in sync, one having reached a different 'answer' to the question 'where is player x'

Yes their gamecode is unique, its their own game engine. But no the issue of desync is not unique


Ping=round trip time. All that 2x ping time stuff in your posts are plain wrong.http://en.wikipedia.org/wiki/Ping_(networking_utility)
ign: ecogen
Hmm, I always read Ping being time to server. Guess to be more accurate I should say 'time from server for rcving info, time to server to send my request, time from server to see success or falure', which is 1.5X ping if measuring ping, or 3x travel time.

I am sure I read of some games which return your ping as the delay for server receiving the information, but thats probably a game doing something weird
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Real_Wolf wrote:
Hmm, I always read Ping being time to server. Guess to be more accurate I should say 'time from server for rcving info, time to server to send my request, time from server to see success or falure', which is 1.5X ping if measuring ping, or 3x travel time.

I am sure I read of some games which return your ping as the delay for server receiving the information, but thats probably a game doing something weird


Again, no. Ping time is strictly the time it takes for your signal to reach the server and return. I'm pretty(100% on games with wait for server systems) sure everything you posted takes 1X ping time not more, not less.
ign: ecogen

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