Can All the desync Moaners quit it please

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scarything wrote:
Dsync NEEDS to go, you are making GGG, yourself and the rest of the community a HUGE disfavor by accepting it. Binding /oos to a macro is NOT a solution. A product can not get better if people aren't allowed to complain. You can support GGG and love PoE but still admit it has faults.



Yes, it's like accepting that your car is beautiful and fast, but the brake will fail sometimes, and you'll eventually die in an accident, where you'll have zero control over the events.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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Macattackmicmac wrote:
I love this game however there is one thing that I can't stand, and that is all the moaning about desync.


Nothing is forcing you to read the forums.

PS: This game is the ONLY game out there with desync like this. So criticism is warranted.
I only read the first post, and it didn't make much sense. Desync has nothing to do with "internet speed". My bandwidth is very low in my current location, and that is fine. PoE sends a few hundred bytes per second and receives a few KB. Just like most online games. Desync isn't somehow a requirement for the game to use little bandwidth.

If by speed you mean ping, then desync will affect you at 20ms as much as at 200ms. It is, again, not somehow required so that you can play at 200ms.

I don't think the thread starter understands the difference between desync, latency, and packet loss. Telling people not to voice valid criticism is a good way to make them grow more resentful and become even more vocal.
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Mivo wrote:
I only read the first post, and it didn't make much sense. Desync has nothing to do with "internet speed". My bandwidth is very low in my current location, and that is fine. PoE sends a few hundred bytes per second and receives a few KB. Just like most online games. Desync isn't somehow a requirement for the game to use little bandwidth.

If by speed you mean ping, then desync will affect you at 20ms as much as at 200ms. It is, again, not somehow required so that you can play at 200ms.

I don't think the thread starter understands the difference between desync, latency, and packet loss. Telling people not to voice valid criticism is a good way to make them grow more resentful and become even more vocal.


And the key word is the packet loss, thats the main reason of desync. Since everyone experiencing it, there is no way that EVERYONE have shitty connection, so i am sure the problem is in the other side.

You can confirm this by running a winMTR, the massive packet loss will occur close to the other side, not in out side.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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Alternalo wrote:
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Mivo wrote:
I only read the first post, and it didn't make much sense. Desync has nothing to do with "internet speed". My bandwidth is very low in my current location, and that is fine. PoE sends a few hundred bytes per second and receives a few KB. Just like most online games. Desync isn't somehow a requirement for the game to use little bandwidth.

If by speed you mean ping, then desync will affect you at 20ms as much as at 200ms. It is, again, not somehow required so that you can play at 200ms.

I don't think the thread starter understands the difference between desync, latency, and packet loss. Telling people not to voice valid criticism is a good way to make them grow more resentful and become even more vocal.


And the key word is the packet loss, thats the main reason of desync. Since everyone experiencing it, there is no way that EVERYONE have shitty connection, so i am sure the problem is in the other side.

You can confirm this by running a winMTR, the massive packet loss will occur close to the other side, not in out side.


That's not the main cause. The action prediction system has some serious flaws at the moment.
https://www.youtube.com/watch?v=a7SI0S5b6fE

An ideal action prediction system would not allow for server and client to have conflicting states. Examples: attacking on client but moving on server; moving units on the client without checking if they got blocked on the server; cyclone trying to attack in straight line only which leads to being blocked by obstacles on the server but trying to attack on the client etc.
IGN: NNQQ, Sporkay, Rands_
Last edited by kolton#1588 on Sep 12, 2014, 6:46:30 AM
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kolton wrote:


Very nice video :)
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
"
Alternalo wrote:
And the key word is the packet loss, thats the main reason of desync. Since everyone experiencing it, there is no way that EVERYONE have shitty connection, so i am sure the problem is in the other side.


Packet loss has a specific meaning, and is related to the connection of the user to the server. Desync isn't caused by packet loss, as you correctly pointed out. People who have shitty connections will experience something similar to desync, but desync is unrelated to packet loss in the sense that data on the way to the server gets dropped and needs to be re-sent by your system).

Desync is a result of the the server and client not being in sync because of two probable reasons:

a) prediction and masking code are not efficient (I guess those are two reasons),
b) the backend can't cope.

The first reason is a side effect of the game being designed in a way that is suitable for an offline game. There are simply too many checks: hit, stun, evade, dodge, character location, monster location, etc. that ALL need to be verified by the server. In a fast paced game like this (as opposed to, say, a MMO like WoW), you have to make some sacrifices. There is relatively much more going on than in a shooter, for example.

You can easily verify this by playing a character that doesn't get hit much or hits something often, e.g. a totem user or a summoner. You will experience almost no desync (you still have it, which is testable by typing /oos and seeing the loot move location, but you will only rarely be impacted by it). In contrast, play a bow-character without Unwavering Stance, and with evasion, and kite mobs through narrow doorways and obstacle-rich areas: you'll desync all the time to a point where I feel the game is not very enjoyable.

As for the second point, you can notice this when you play in the off hours (EU and US, where most players are -- so something like a weekday at 11am CET/5am EST, and you'll experience fewer instances of desync. Then play during prime time, or when new expansions are released, and there'll be more desync.

I don't know how to put this more politely, but the problem is simply that PoE isn't well programmed. It's obvious everywhere, not just with desync. That doesn't mean it's not a great game. I love it very much and support it. But a lot of potential is wasted by not having a better technical base for it all. (It doesn't help that they keep adding content that the engine can't cope with and highlights its weaknesses.)
if people whine so much about desync is because they love the game too much. A mechanic that keeps you from enjoying something that you love will surely put you in rage mod
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
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Sir_Jamesalot wrote:
No, I will not stop complaining about what I believe is a serious flaw in the game's design.


Exactly.
Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right.
I like (most) of PoE's gameplay and skill(tree)'s and imho D3 is a boring game that lacks a lot of stuff PoE has.
But in terms of stability (desyncs, disconnects, lags...) PoE is soooooooooooooo far behind D3.

Its a fact that especially desync is a huge problem in this game

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