I think a GGG response on Vaal Oversoul is due.

"
johnKeys wrote:
Mark, your post is an interesting read.

one thing though: fixing the code that's responsible for Vaal's behavior is indeed required, but I do hope you realize, that doing so you are only addressing a symptom of a far, far bigger problem.

a problem I have absolutely no doubt you all are aware of, and have been aware of pretty much since this game exists.
you don't really need Mark2 (a.k.a Neon) or Anuhart to tell you client-server synchronization is absolutely abysmal, and becomes actually worse than abysmal (if there's such a thing) given the slightest latency spike.

so my question is, what steps have you taken - on a global level rather than fixing the code of one boss in the entire game - to address this issue?
now would be a really good time to list them.

because we are past years of Alpha, two Betas, a Release, and an Expansion to that Release.
If you mean me personally, then not a lot because global changes that affect desync aren't my job for the most part. I've caught a couple of things that are global within the skill system that have improved desync relating to skill use, particularly by monsters.
If yby "you" you mean GGG as a whole, then quite a lot over the time frame you seem to be discussing, although I don't know all the details of such because I'm only tangentially related to most of those changes at best.
Rolling rock monsters and devourers have improved to where they rarely desync. At least for me.

The *only* time when desync occurs for me is during turbo races, large monster packs and running through them, and doorways. Mainly when taking sharp turns.

But I also don't try to force the client to desync.
"
SL4Y3R wrote:
Rolling rock monsters



I have certainly seen a big improvement here.

Possibly the only improvement I've noticed, but they are definitely a lot better than they were.
Casually casual.

"
Mark_GGG wrote:
If you mean me personally, then not a lot because global changes that affect desync aren't my job for the most part. I've caught a couple of things that are global within the skill system that have improved desync relating to skill use, particularly by monsters.
If yby "you" you mean GGG as a whole, then quite a lot over the time frame you seem to be discussing, although I don't know all the details of such because I'm only tangentially related to most of those changes at best.


Lip service. You claim desync has "improved", yet the prominence of desync related deaths is no different than it was a year ago. Furthermore, none of the GGG devs can elaborate in detail on what has been done to alleviate these issues. It's always just a bunch of vague drivel that's been repeated since the days of Closed Beta.

My best guess is that GGG is in way over their heads, and desync will stay relatively the same for the remaining lifespan of this outdated and poorly coded game. Once in awhile some random GGG dev will pop in, spew some gibberish about things getting "fixed". Then fast forward to 6 months later, and the same circus act continues, buying the GGG devs more time.

GGG doesn't ever plan on fixing desync. All they can do is delay and distract.
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^lol at this guy. Yeah, the company doesn't plan to improve their game, they only rely on the constant goodwill of their customers to fund anything in the future compared to companies which let you pay first for their garbage.

"
Mark_GGG wrote:
If you mean me personally, then not a lot because global changes that affect desync aren't my job for the most part. I've caught a couple of things that are global within the skill system that have improved desync relating to skill use, particularly by monsters.
If yby "you" you mean GGG as a whole, then quite a lot over the time frame you seem to be discussing, although I don't know all the details of such because I'm only tangentially related to most of those changes at best.

Could you get Chris to update the manifesto on action synchronisation then?

People are mainly getting depressed and overly aggressive over this issue because they don't read about this aimed improvements in the patch notes. I for one must have missed them and I read every patch note since release and a bit beta. Summarizing some of them into the manifesto would let people have an idea on how you guys approach the problem.
Last edited by Nightmare90#4217 on Jun 23, 2014, 7:41:14 PM
"
Nightmare90 wrote:
Could you get Chris to update the manifesto on action synchronisation then?

People are mainly getting depressed and overly aggressive over this issue because they don't read about this aimed improvements in the patch notes. I for one must have missed them and I read every patch note since release and a bit beta. Summarizing some of them into the manifesto would let people have an idea on how you guys approach the problem.

To be honest, I'm not even sure that this would really help ... the same ones will keep complaining like they do now ( maybe not all, but a lot of them ).
I'm not quite sure that many of the fixes/optimizations that had been done until now will convince those guys, but I'm pretty sure that they will keep reacting like that : "wtf ?! I desynced there yesterday, nothing has improved !!! You suck GGG !!!".
This could be a somewhat understandable reaction for someone that starts the game and discovers the desync, for others ...
sad :/.

QQing like this is just pointless, all the good players now that they have to deal with it and that there is almost nothing that they can do about it ( in extreme cases, like this topic, something can be done at least, good thing Anuhart brought it up correctly ).


But why not communicate more, it can only help, only I would not hope too much from the QQers out of it ( I bet that many of them would even call devs liars .... like the guy right above you just did ).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Jun 23, 2014, 8:12:58 PM
"
Nightmare90 wrote:
Could you get Chris to update the manifesto on action synchronisation then?

People are mainly getting depressed and overly aggressive over this issue because they don't read about this aimed improvements in the patch notes. I for one must have missed them and I read every patch note since release and a bit beta. Summarizing some of them into the manifesto would let people have an idea on how you guys approach the problem.


It's because GGG hasn't done a damn thing to improve desync. They tell us that they're "constantly working to improve desync", and parts of the playerbase eat it up like it's gospel, when in reality, GGG hasn't done jack shit. They just delay the fuck out of everything related to fixing desync. Certain people will claim desync has improved, except it's most likely attributed to the placebo effect and wishful thinking.

All the proof I need to conclude that desync is just as bad now as it was during Open Beta is watching videos such as the one by Anuhart. There are countless other desync death videos that I'm currently compiling, and will soon be making a dedicated YouTube channel to "showcasing" PoE desync deaths.
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Last edited by rrtson#7791 on Jun 23, 2014, 10:41:21 PM
"
rrtson wrote:
"
Nightmare90 wrote:
Could you get Chris to update the manifesto on action synchronisation then?

People are mainly getting depressed and overly aggressive over this issue because they don't read about this aimed improvements in the patch notes. I for one must have missed them and I read every patch note since release and a bit beta. Summarizing some of them into the manifesto would let people have an idea on how you guys approach the problem.


It's because GGG hasn't done a damn thing to improve desync. They tell us that they're "constantly working to improve desync", and parts of the playerbase eat it up like it's gospel, when in reality, GGG hasn't done jack shit. They just delay the fuck out of everything related to fixing desync. Certain people will claim desync has improved, except it's most likely attributed to the placebo effect and wishful thinking.

All the proof I need to conclude that desync is just as bad now as it was during Open Beta is watching videos such as the one by Anuhart. There are countless other desync death videos that I'm currently compiling, and will soon be making a dedicated YouTube channel to "showcasing" PoE desync deaths.


And yet Anuhart agreed with me that certain things have improved. You seem to be on the war path, for whatever reason, so have fun.

Cheers
"
Nightmare90 wrote:

People are mainly getting depressed and overly aggressive over this issue because they don't read about this aimed improvements in the patch notes. I for one must have missed them and I read every patch note since release and a bit beta. Summarizing some of them into the manifesto would let people have an idea on how you guys approach the problem.


I rarely find myself agreeing with both Scrotie and Nightmare90 in one thread.

@Slayer, rolling rock golems have been improved since Open Beta, but this monster type still desyncs like hell. especially the fire golems. when I see my HP starts dropping - I know I'm standing in the fire path they leave, even though this is rarely visible on the client. in some cases, I can't even see any golems within rolling distance, but still hear that distinct rolling sound and see my HP drop.

again, a solution should come not from balancing specific monsters and bosses on the fact there is desync. important to do in many cases, but still that's like taking an Aspirin to fight Polio.

GGG should finally buckle-up, and go in for the root of the problem.
I would really like to see the manifesto updates Nightmare asked for, because somehow I have a feeling they didn't even consider taking this approach, and instead opted for Aspirins.
literally years of "Aspirins".
and "Polio" is still here, in full force.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Jun 24, 2014, 1:52:46 AM
Alpha - we have lots and lots of time to fix desync
Closed beta - lets focus on gameplay and content so it get properly tested. We still have lots of time to fix desync
Open beta - these are early adopters. Thell manage it no problem. We should be able to fix it easily before masses join poe.
Release - oooppss. But content and economy are so good so lets focus more on content. Desync seems to not affect the player count.
Expansion - content is important as players are leaving
Now - now it doesnt matter anymore

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