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CharanJaydemyr wrote:
Your request for more forced resync (i.e. 2-3 seconds of /oos) would make the game worse, not better.
Desync sucks. No one is denying that. And you've chosen a skill that actually resyncs rather than desyncs. Think of desync as a difference in opinion -- the server thinks you are HERE, your computer/client thinks you are THERE. The server always wins, so 'resync' is when your computer/client realises the server is 'right' and then jumps to match it.
That's what happens when you type /oos and hit enter. It's *also* what happens when you flicker strike.
So Flicker Strike doesn't cause massive desync. It causes constant resync.
And as you've encountered, that's just as bad as constant desync.
It can't be 'fixed'. They can work on their prediction code, which they do, but the only way to really fix it is to return to a model where we have actual lag spikes. Did you play Diablo 2? Ever encounter a black wall of death? Ever see monsters suddenly stop attacking for 2-3 seconds, and then suddenly they all attack at once and you're dead? That's a desync-free, lag-based model where your quality of play is based almost solely on your distance from the physical server.
I'm not saying that's better or worse than what we have now. I'm just telling you the alternative, assuming GGG don't want to allow the computer/client to call the shots, which would result in much easier hacking and cheating.
For the record, I use Flicker Strike sparingly to resync sometimes.
For a very comprehensive explanation, read this:
http://www.pathofexile.com/forum/view-thread/889669
This isn't true.
Flicker Strike neither resyncs nor desyncs explicitly.
It simply teleports you to a mob. If that mob was desynced then you're also desynced. If that mob was in sync then you've just resynced.
If you spam flicker strike then your constant repositioning is extremely likely to cause monsters to get out of sync due to collision issues and simple ping delay.
If you use it once in a while then chances are high the mob isn't desynced and you'll resync yourself.
You're right though in saying desync can't be fixed. Not totally at least. What definitely can be done are massive improvements. The current state, where it's possible to stay out of sync for several seconds, certainly isn't the best that can be done. A game where you can, at worst, get half a second out of sync given realistic pings definitely isn't impossible.
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
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Posted byGobla#3221on Mar 21, 2015, 8:02:45 AM
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CapitalPunishment wrote:
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sanleon wrote:
/oos works only once every 10 seconds
Desync is bad but even if you desync as much as me, you die because of it little times. So you are probably doing something wrong
How much life? armour? evasion? block? ES? resistances? Im pretty sure you are running a glass cannon or you are exagerating a lot
Umm..no...sorry buddy, doesn't work on merciless. Desync gets you dead and no amount of tank can stop it.
Desync only becomes a major issue when it least convenient....after a lot of time invested and doing difficult "endgame" or near endgame content.
* Also I might be the only person here that thinks having a "/oos" in your game is beyond fail. Can anyone think of any other game where such a function exists and needs to be macroed for normal play?*
Give it up, its never getting fixed. Just learn to use the Etheral Knives mind over matter mana tank build, which is super desync friendly and uses lightning warp which seems to be the least desyncy escape skill. Its actually not all that bad, a bit dry and boring but it does the job. Desync will still get you eventually though.
No you arent, yes it is, and no I can't lol. Although I don't do alot of online gaming so my pool of games to reference in this regard is small, but at the rate its been going they need to add /oos to the lore somehow and attribute the desync to something in the story and make the reward for the quest that explains it an /oos gem. If an NPC somewhere along the playthrough of the game explained how the corruption or something causes periodic illusions resulting in what we know as desync or "the unsureness of your surroundings" id be much more OK with it. Itd still be annoying but itd be more acceptable lol.
The choice they made to accept desync as a consequence of server side "final say" was theirs to make just like the choice to stick around and put up with it is ours to make.
Not everyone's play style/build gets the same level or regularity of desync but its always there waiting to pounce....just like those shadows waiting to bite ya.
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Posted byrosshilge#5979on Mar 21, 2015, 1:48:32 PM
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CapitalPunishment wrote:
Also I might be the only person here that thinks having a "/oos" in your game is beyond fail. Can anyone think of any other game where such a function exists and needs to be macroed for normal play?
You are not the only one and no i cant think of any other game/community who support such a notion.
You can add, 'you need to play desync friendly builds' as another fail beyond fail.
If this franchise is going to survive the long haul, GGG has two choices:
remove death = XP loss
Start making POE2 with a better engine/netcode
imo...
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Posted byThadenkeen#5171on Mar 21, 2015, 7:25:12 PM
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Fix desync = false
Therefore riot
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Posted byScrotieMcB#2697on Mar 21, 2015, 11:24:59 PM
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