Solution for desync!

Finally all the PoE people can have a sigh of relief, for the solution for desync is here!

First off, since desync is a game design flaw (if you want to call it a flaw), it's obvious that it's not going away.
You see, desync isn't the problem. What you need to do is simple: You design the game around it, like it was originally supposed to.


So what needs to be done?

1. All walls and obstacles should be removed from maps. Simply put, a map should be a large clear square or circle.

Reasons:
Even if you're just a teeny tiny bit out of sync, hitting a wall will cause you to desync even more! Every map has a multitude of deathtraps built into them thanks to walls, rocks, holes and whatnot, why does GGG knowingly place these for no other good reason than to desync us?

2. There can be no collision.

Reasons:
Similar reasons as number 1, collisions serve no other purpose than to cause unwanted desyncing.

3. Monsters cannot stun.

Reasons:
Trying to move, but are actually unable to? No thank you, this just causes desync and nothing else.

4. Everything that is supposed to be in the map, should be loaded at the loading screen.

Reasons:
Strongboxes, animate weapon, summon skeletons. These things cause an exorbitant amount of lag, and by proxy, a lot of desync. This wouldn't happen if the things being generated were already loaded into the map.

5. Monsters can't have certain abilities. (Cyclone, leap slam, shield charge, etc).

Reasons:
Did the monster just desync? How the hell should I know? It's bad enough the player can desync, let's not make it possible for the monsters to do so also.
Alternative option is to remove these abilities from the game altogether.


That's about all I can think of right now. But think about this. Imagine a map with these aforementioned properties. I don't think you could desync in there unless you really, REALLY tried.
However, if you can think of more, please speak up and add it to the list.

Now, before you go all defensive for GGG, I'd like to point out this:
In a game with no desync and instead with input lag (like pretty much every other online multiplayer game, even those requiring quick reflexes), we could have these things. But since desync IS a design feature and chosen as such, PoE cannot have these things, they're just not possible with the engine :(

later post(s) which might add clarity to the subject:

Spoiler
Game with input lag - You can have walls, stuns, interesting skills, etc. Why? Because the game is not actively trying to shaft you over for having these.

Game with desync/resync - You can't have walls, stuns, interesting skills, etc. Why? Because the game will actively try to shaft you over for having these.

The point is: PoE wasn't designed to handle the things you find in games with input lag, and thus shouldn't have those features. Can't get any more simpler than that.
Last edited by Idioticus on Jul 27, 2014, 5:37:57 PM
This thread has been automatically archived. Replies are disabled.
1. for normal play the area design including it's obstacles are fine and rarely cause any significant desync, but when you have something like cyclone/multistrike and you are not able to control where you are going on the 2nd and 3rd hits it's a fairly large problem but a dumbed down empty room map...no thanks, that's way to much.

2&3. they have said they will not dumb down game mechanics which include body blocking and stuns so those two suggestions are out the window straight away, that's why they are having a hard time getting fixes to it...they already said that they could do this but won't

Summon skeletons is preloaded...has been for a good long while now, strong boxes might be in need of pre loading but that'll probably cause a mass of out of memory errors if the game needs to preload all the mods and combinations.

Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Last edited by lagwin1980 on Jul 26, 2014, 7:52:10 AM
For one thing, collision makes it more realistic. Or can you walk through people IRL? And stun actually resyncs you and doesnt cause desync at all.

Point two, theyre already working on desync reduction already. Its not as bad as people make it out to be anyways.
@OP: Your nickname sums it up pretty much, thanks.
"
For one thing, collision makes it more realistic. Or can you walk through people IRL? And stun actually resyncs you and doesnt cause desync at all.

Point two, theyre already working on desync reduction already. Its not as bad as people make it out to be anyways.


when the number one in a league dies to desync, it's not "not as bad as people make it out to be".

If the number one player in a league (or something comparable) dies to a flaw in the game mechanics in any other game, the developers would have no excuse to keep such a flaw in the game.
But here in PoE we have a game design choice which makes certain features an impossibility.


Since you didn't get it:
Because GGG chose desync over the sensible option every other game designer chooses because it's simply the better option, the game cannot have certain features in it.

Simply put, the game can't support certain types of skills or level design.
"
Idioticus wrote:
when the number one in a league dies to desync, it's not "not as bad as people make it out to be".


It's really not, and the stream of the guy desyncing to his death has HIM saying on stream that he knew it was going to happen because of how he tried to run.

Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
"
lagwin1980 wrote:
"
Idioticus wrote:
when the number one in a league dies to desync, it's not "not as bad as people make it out to be".


It's really not, and the stream of the guy desyncing to his death has HIM saying on stream that he knew it was going to happen because of how he tried to run.



Those top tier players also know desync so well it's only a problem when they don't react correctly, which is rare.

Just to be funny, and somewhat serious, I'd say they die to desync as often as they get the rarest legendary drops without MF gear.
"
lagwin1980 wrote:

2&3. they have said they will not dumb down game mechanics which include body blocking and stuns so those two suggestions are out the window straight away, that's why they are having a hard time getting fixes to it...they already said that they could do this but won't

its nice to have interesting game mechanics, but the engine should be able to handle those properly as well! so at least add FORCED resync at a reasonable tick rate (oh wait!) on stun! fast paced gameplay is atrocious on chars w/o stun immunity, heck not even possible and makes stun immunity required. so why keep a 'mechanic' thats mandatory to be immune against? enemy stun threshold is nerfed to the ground anyways...
Almost nobody dances sober, unless they happen to be insane.
what would be am easier solution for reducing the amount of desynch would be to allow players to toggle each players skill animations. skill animations are what require the most bandwidth to display, so less information being transferred to your computer would reduce the chances of lagging or desynching. another good way would be to allow players to adjust their graphic settings to be more comparable to their computer and graphic card's capabilities. some maps have fewer obstacles than others, but walls and maze-like maps can be funner to explore than a circle or square map would be.
"
kalktresor wrote:
"
lagwin1980 wrote:

2&3. they have said they will not dumb down game mechanics which include body blocking and stuns so those two suggestions are out the window straight away, that's why they are having a hard time getting fixes to it...they already said that they could do this but won't

its nice to have interesting game mechanics, but the engine should be able to handle those properly as well! so at least add FORCED resync at a reasonable tick rate (oh wait!) on stun! fast paced gameplay is atrocious on chars w/o stun immunity, heck not even possible and makes stun immunity required. so why keep a 'mechanic' thats mandatory to be immune against? enemy stun threshold is nerfed to the ground anyways...


It dose work for the most part, the problems occur when the player is having additionally latency problems or they player is playing recklessly...the post here proves that the OP has a grasp on what areas can cause potential problems, it's very easy to avoid doing something that will desync you, and the streamer has played more than enough that he knew that what he did was likely to cause desync/rubber banding.

The problem with forced resync is that many players don't have a clue to the difference between desync and resync, the last time they added some resync code(that was when the player got stunned) the forums exploded in QQ because the players didn't have a clue what the difference was and it will again most likely when they add the stuff they have been working on.

It's very easy to build around and play around unless you want to play something like cyclone/multistrike(which i do) even then it's not even close to unplayable just slightly anoying due to some of the mechanics of multistrike...and there are audio and visual queues to show you are out of sync giving you enough warning to type /oos or hit your macro
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Last edited by lagwin1980 on Jul 27, 2014, 3:02:53 AM

Report Forum Post

Report Account:

Report Type

Additional Info