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Startkabels wrote:
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Noobshock wrote:
And the fact that it's an expected consequence of the prediction model (read b15h09's quoting Chris here if you need any convincing) is precisely why it can't and won't be fixed.
The only way to eliminate the random jittery behavior would be to make rubberbanding sooo aggressive (sync checks all the time) that you pretty much may as well switch to the MOBA/RTS model in terms of netcode. Which they don't want to, and won't do because $$$.
You obviously don't know what desync means. Desync simply IS and cannot be "fixed", only reduced. GGG didn't plan to have a desync issue like you're trying to suggest.
Any system whether it is simular to other games or the system GGG picked, has desync. The difference is the way desync manifests itself.
What needs to be fixed is too much desync by reducing it.
I recommend reading Chris' post again more carefully...
You literally have no programming experience.
Desync in Path of Exile is a direct result of a multitude of things, one of them being design choice. They knew this was a problem that they would have to address (anyone whose done some basic network programming understands this), but obviously they were in way over their heads. The result is that their basic network foundation blows, which results in horrible gameplay. All because of a few design choices.
It is in a way GGG's fault for choosing to go with such a shitty prediction model. Only FPS/Fighting games use such a sync model, and that's mainly because these games are truly action, require pinpoint accuracy, etc. Most MOBA/RTS/ARPGs do not utilize the same model that GGG does (with exception of Diablo 3 who has the resources to essentially brute force their way to proper syncing).
Desyncing will never be fixed because they fucked up horrendously at the beginning. Everyone here who has a lick of programming experience knows it.
Last edited by allbusiness#6050 on Jun 19, 2014, 7:20:19 PM
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Posted byallbusiness#6050on Jun 19, 2014, 7:19:41 PM
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if you get stunned, the client is forcibly synced to the server state.
i would advance it to sync whenever you get hit.
dunno whether it's practicable, probably not. otherwise ggg would have done it already.
i usually alt+f4 after the first rubberbanding.
age and treachery will triumph over youth and skill!
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Posted byvio#1992on Jun 19, 2014, 8:18:47 PMAlpha Member
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D3 doesn't desync because it lacks hoards of monsters and doorways. If you gather enough enemies into a small space, it desyncs as well. You do have to force it though for the most part.
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Posted bySL4Y3R#7487on Jun 19, 2014, 11:20:16 PMBanned
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Noobshock wrote:
Quoting Chris from dev manifesto here:
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Suggesting we switch to a synchronous action model like RTS/MOBA games really isn't a good solution. I understand that RTSs/MOBAs don't have desync, but they do have lag after each and every click. When the semantic is that you're ordering a unit around, this lag is understandable, but if you *are* the unit, then it feels really terrible. Right now, our client-prediction allows users in obscure countries to play Path of Exile while under 200+ms of latency. This would be a much worse experience under that alternate action model. In addition, it'd require rewriting most of the game.
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.
Chris DO NOT play LoL.
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Posted byggwp1#1803on Jun 20, 2014, 2:36:05 AM
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Lonesome_Longsong wrote:
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b15h09 wrote:
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Lonesome_Longsong wrote:
Yeah, not part of this game's design. So what's with all the offensive nodes in the skill web? Just eye candy?
Largely eye candy and noob traps, yes.
Not saying you can't splurge on a few as you work through the tree (often better than stats, at least), or pick up a great offensive keystones. The basic mechanics of the game require you to heavily invest defensively, due to the way gear scales with defensive passives, and the sheer amount of damage that you'll encounter as you progress through the game.
And I'm going to end my spontaneous revisit to this game and its forums with this: to have such a huge, lovely skill web just to neuter it with this sort of mindset is the epitome of dumbfuckery.
Glass cannon means something else entirely in this game other than buying every damage node in the tree. A good glass cannon still has defense.
Buying no defenses at all isn't glass cannon. If your defenses doesn't reasonably buy you enough time to sweep or escape trash your build is not good.
Strongboxes are solvable. There was the delayed lightning warp trick. There are multi conversion traps. There's quartz flasks.
And finally: Logout macro is legitimate. Which just trivializes all boxes period.
Last edited by DeviantLightning#7374 on Jun 20, 2014, 4:09:39 AM
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DeviantLightning wrote:
Buying no defenses at all isn't glass cannon. If your defenses doesn't reasonably buy you enough time to sweep or escape trash your build is not good.
Except I did "buy enough defenses" [Removed by Support]. But then the game rubberbanded me 3 times because I walked a path that "didn't exist" serverside. I had the time to walk 3 different paths while my client was showing a gamestate that never existed, each time. And then AFTER ALL THIS BULLSHIT, I finally died.
I'm not dying because I didn't take enough defense nodes, I'm dying because the game shows bullshit on my screen that isn't what's happening on the server. And the difference between client and server is so much that there's no fucking making sense of it.
And there are still idiots here to make excuses for such a borked system, because "the economy".
See you in a couple years when nobody but extreme addicts give a fuck about this game anymore. It is going to get boring to play only range/caster or avoid using "wrong" skills or walking around the "wrong" way to not "upset" the game. I mean really. You are pigeonholed into playstyles because otherwise it "upsets" the game. PoE's tummy hurts. What a fucking joke.
Path of PEW PEW PEW PEW PEW PEW Last edited by Gary_GGG#0000 on Jun 20, 2014, 12:10:12 PM
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Posted byNoobshock#1666on Jun 20, 2014, 7:21:14 AM
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D3 doesn't desync because it lacks hoards of monsters and doorways. If you gather enough enemies into a small space, it desyncs as well. You do have to force it though for the most part.
This is a design choice, a bad one imo.
It also further creates disbalance between single target and AOE in the overall balance state.
As well as ranged vs melee.
Peace,
-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Posted byBoem#2861on Jun 20, 2014, 7:40:23 AMOn Probation
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allbusiness wrote:
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Startkabels wrote:
"
Noobshock wrote:
And the fact that it's an expected consequence of the prediction model (read b15h09's quoting Chris here if you need any convincing) is precisely why it can't and won't be fixed.
The only way to eliminate the random jittery behavior would be to make rubberbanding sooo aggressive (sync checks all the time) that you pretty much may as well switch to the MOBA/RTS model in terms of netcode. Which they don't want to, and won't do because $$$.
You obviously don't know what desync means. Desync simply IS and cannot be "fixed", only reduced. GGG didn't plan to have a desync issue like you're trying to suggest.
Any system whether it is simular to other games or the system GGG picked, has desync. The difference is the way desync manifests itself.
What needs to be fixed is too much desync by reducing it.
I recommend reading Chris' post again more carefully...
You literally have no programming experience.
Desync in Path of Exile is a direct result of a multitude of things, one of them being design choice. They knew this was a problem that they would have to address (anyone whose done some basic network programming understands this), but obviously they were in way over their heads. The result is that their basic network foundation blows, which results in horrible gameplay. All because of a few design choices.
It is in a way GGG's fault for choosing to go with such a shitty prediction model. Only FPS/Fighting games use such a sync model, and that's mainly because these games are truly action, require pinpoint accuracy, etc. Most MOBA/RTS/ARPGs do not utilize the same model that GGG does (with exception of Diablo 3 who has the resources to essentially brute force their way to proper syncing).
Desyncing will never be fixed because they fucked up horrendously at the beginning. Everyone here who has a lick of programming experience knows it.
Whether I have programming experience is actually irrelevant. Your post I quoted only proves that also you don't understand what the word desync actually means. Desync is actually a good thing because it resyncs a client with the server. Without desync the client and the server would become more out of sync the longer you play.
Desync is not a result of the server client model GGG implemented. Desync would also be there with a model like D3 uses.
The problem is that with the current model, large desyncs are occuring too often. That is what the problem is, not desync itself.
You're right: Desync will never be fixed because desync does not need and cannot be fixed. What needs to be fixed is the problem desyncs in PoE are too large and occur too often.
Yes anybody who has some technical experience is able to understand this, you obviously don't...
Last edited by Startkabels#3733 on Jun 20, 2014, 8:10:37 AM
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Posted byStartkabels#3733on Jun 20, 2014, 8:07:48 AM
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Startkabels wrote:
Desync simply IS and cannot be "fixed", only reduced.
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Startkabels wrote:
You're right: Desync will never be fixed because desync does not need and cannot be fixed. What needs to be fixed is the problem desyncs in PoE are too large and occur too often.
Reducing it = fixing it.
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Posted bytinko92#6447on Jun 20, 2014, 8:16:23 AM
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Startkabels wrote:
Whether I have programming experience is actually irrelevant. Your post I quoted only proves that also you don't understand what the word desync actually means. Desync is actually a good thing because it resyncs a client with the server. Without desync the client and the server would become more out of sync the longer you play.
Desync is not a result of the server client model GGG implemented. Desync would also be there with a model like D3 uses.
The problem is that with the current model, large desyncs are occuring too often. That is what the problem is, not desync itself.
You're right: Desync will never be fixed because desync does not need and cannot be fixed. What needs to be fixed is the problem desyncs in PoE are too large and occur too often.
Yes anybody who has some technical experience is able to understand this, you obviously don't...
Thing is, in a game like D2, you were playing the game, and the server was getting that info. Led to speedhacks. In PoE, you're playing an approximation of the game that slowly diverges. I'd prefer them to allow pathfinding and location info to be client side, that was checked against a serverside prediction model to ensure that the move is plausible (Hey, this guy moved 20% faster than should have been possible, gonna dc him). Would require a good deal more server overhead, and some people would find a way to fudge it a bit, but at least gameplay wouldn't be ass.
No. Calm down. Learn to enjoy losing.
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Posted byb15h09#7812on Jun 20, 2014, 8:17:50 AM
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