I really want to take PoE seriously

Well basically, anytime devs get away with murder (broken jittery rubberbanding combat passed off as OK because TEH ECONOMY), they're only getting away with it as long as there is no competition. Right now, there really is no competition on PoE's level. So they can keep feeding us the bullshit line about economy trumps all and leave the core gameplay half-borked.

This isn't how your game survives the long haul though, which is what Chris & co claimed their intentions were from the get go. I guess it was just good marketing.

So, cheers to the next ARPG that either kills PoE or forces it to get serious. Can't wait!
Path of PEW PEW PEW PEW PEW PEW
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rrtson wrote:
"
Noobshock wrote:
I really, really question whether minimal input lag "feels" worse than a game where you're rubberbanding 3 times in a row because the paths your client found each time don't actually exist serverside, causing you to die because the game conveys a game state which is inaccurate at all times. In MOBAs, you are the unit too. Most of them feel a lot better to play than this POS prediction model. Go play League of Legends Chris. You may not like the game, but it sure feels better to control your unit than the random shit you experience all the time in PoE.

Basically I think Chris is just giving us excuses to cover for the fact that the RTS/MOBA model requires more servers/bandwidth and therefore money, also rewriting a lot of code. You could just say the game has to desync and rubberband because they couldn't afford to build it better, it'd be more honest than that mile-long essay trying to sell us a hands-down crappy design decision.

Also, the argument that it's somehow better to have a game that's more random and broken for everyone so that "people in obscure countries" can play with low latency is hilarious.

Well said. The GGG dev team can throw out as many excuses as they want, but at the end of the day, desync is still the biggest issue that plagues PoE.

It's the #1 negative thing people notice about this game, noobs and veterans alike, and it's probably also the #1 thing that makes people quit this game. Compared to other current-gen RPGs, PoE combat simply feels jittery, buggy, and unsmooth. The desync seriously detracts from the combat in an infuriating way.

"
Startkabels wrote:
Get outta here dude, rubberbanding 3 times in a row every 30 seconds means there is something wrong with your connection.

This is the kind of answer that you will get when you're trying to blow desync out of proportion and start throwing around false statements.

It is a very normal occurrence to desync multiple times in a row when running through mobs or leapslamming/whirling past corners/barriers. It is not an issue of latency, because many people here experiencing desync are running PoE on a university T1+ connection, and still rubberband around the screen like nobody's business.

The fact that you fail to accept people can desync 3+ times in quick succession shows that you aren't even worth arguing with.


The first is true, that was my response when reading Chris' statements too. It's not that the default MMO model will necessarily render the game to be unplayable due to latency, it's that GGG has to invest a lot of money into their infrastructure to support such a model.

Anyway, it doesn't matter. It costs too much money to both change the client server model and to invest money improving the infrastructure. This will not happen I'm sure.

About the second: I did not say it's not likely you will desync 3 times in a row. What I said was that if you're desyncing 3 times in a row every 30 minutes (literally) there's something wrong with your connection. Because when that happens every 30 minutes, clearly something is interfering with your connection every 30 minutes. My actual point was that desync is blown out of proportion again.
Last edited by Startkabels#3733 on Jun 19, 2014, 10:22:40 AM
I said every 30 minutes as an average, it can happen twice in 15, or just once an hour or less sometimes depending. It's not "regular", and I do not experience any connection issues in other games. It's just good old PoE being shitty with its prediction model.

Now if you could stop being disingenuous and making bad excuses for crap gameplay, that would be grand.
Path of PEW PEW PEW PEW PEW PEW
FYI: Rubberbanding 3 times in a row happens like once a month for me maybe...

I guess is just a gut feeling you're ventilating here.

How about you stop posting useless complains about something that was acknowledge by GGG ages ago, something that is high on their priority list and spend a lot of time on trying to fix.

Something that is a complex and hard to solve issues and that has it's own thread in the manifesto section, hm?

Something that you know might occur and you can adjust to in many ways.

Still you feel like you have to run through large packs of monsters in end game.

Yeah, just abandon the game please
Last edited by Startkabels#3733 on Jun 19, 2014, 10:40:44 AM
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Startkabels wrote:
you feel like you have to run through large packs of monsters in end game.


Yes, I mostly play melee, and melee has to get close to the big packs of mobs, and quite often run around/through them.

See my sig? I already know I could imitate most of the playerbase and spam range/spells to "avoid" desync, but see spamming shit from range just isn't that fun to me.
Path of PEW PEW PEW PEW PEW PEW
Last edited by Noobshock#1666 on Jun 19, 2014, 10:47:58 AM
Me too and I play with desync in mind.

I carefully approach large packs of monsters, especially in end game.

You shouldn't throw yourself at those pack, knowing that this game

1 is brutal
2 has desync

As a melee you can still play smart you know, taking one enemy at a time or kite. Like I said, you can adjust to desync in many ways.

And if any, as a melee, you should not walk through large packs of monsters in end game if you want to be safe
"
Startkabels wrote:
FYI: Rubberbanding 3 times in a row happens like once a month for me maybe...

I guess is just a gut feeling you're ventilating here.

How about you stop posting useless complains about something that was acknowledge by GGG ages ago, something that is high on their priority list and spend a lot of time on trying to fix.

Something that is a complex and hard to solve issues and that has it's own thread in the manifesto section, hm?

Something that you know might occur and you can adjust to in many ways.

Still you feel like you have to run through large packs of monsters in end game.

Yeah, just abandon the game please


Bottom line is, they want hardcore mechanics in their game, but don't support those hardcore mechanics sufficiently because of fear of economic damage.

"

Games using client action prediction like ours run into exactly the same sync issues that we do unless they cheat on certain aspects of the simulation. For example, it's common for Action RPGs to do some combination of the following:

Entities can hit each other from a long distance away
There's no chance to hit - all hits occur for sure
Various speed/collision concessions that make it easy to speedhack and/or walk through monsters with modified clients
Attack animations cannot be interrupted (i.e. what we treat as Stun).



Unfortunately, we don't want to do any of those things! They each individually ruin part of the hardcore experience: by allowing combat/movement cheats, preventing accuracy from existing as a mechanic, prevent stunlock, preventing people getting blocked in, etc.


Sad fact is, there's nothing hardcore about swinging at empty air serverside when you have a monster right there on your screen. There's nothing hardcore about escaping a pack of monsters, only to rubberband back into them. It's simply broken. I love what they're trying to do, but if they can't do it well, then they shouldn't be doing it at all. I'd rather they make those speed/collision concessions and open up the possibility of a little cheating than have bad gameplay. Gameplay first. Always. Yes, people cheated in D2. Didn't make it any less fun to play legit, though.
No. Calm down. Learn to enjoy losing.
You're right: There's nothing hardcore about desync but don't insinuate that desync is a feature GGG decided to have or anything...
And I disagree: Playing hardcore is not at all impossible. I only play melee and I only play hardcore and can't remember that I ever died because of desync.

When I die is mostly because I'm taking too much risk.

Take your losses like a man, not like a child...
Last edited by Startkabels#3733 on Jun 19, 2014, 11:07:42 AM
Desync is a direct, expected consequence of their choice of a prediction model. They knew it, they've gone on the record stating it pretty clearly and defending it for reasons X Y and Z.

So when you expect something as a result of your design choice, it's pretty much part of said choice.

Yes, desync is a "feature" of the prediction model.
Path of PEW PEW PEW PEW PEW PEW
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Noobshock wrote:
Desync is a direct, expected consequence of their choice of a prediction model. They knew it, they've gone on the record stating it pretty clearly and defending it for reasons X Y and Z.

So when you expect something as a result of your design choice, it's pretty much part of said choice.

Yes, desync is a "feature" of the prediction model.


This is utter bullshit

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