Hardcore latency, major issues [PETITION]

3 seconds can be a very long time for a non-tanky char mid-fight.

A lowered time coupled with "Disconnect Protection Tokens" is what I think would be a more fair system. I'm just brain storming here so bear with me. :) In my mind it would be something like:

- You can DC twice per 24h period and get ported back to town (just as it is now, except for a lower heartbeat treshold).
- You get a new DP Token 24 hours after you used your last one, up to a maximum of 2 Tokens.
- If you DC a third time before you've accumulated a new Token you won't be ported back to town.
- (Optional) When you get ported back to town by the system one, or more, portal scroll(s) are used.

It's still exploitable to a degree but I think it would be a more fair solution overall.
"
tokiih wrote:
3 seconds can be a very long time for a non-tanky char mid-fight.

A lowered time coupled with "Disconnect Protection Tokens" is what I think would be a more fair system. I'm just brain storming here so bear with me. :) In my mind it would be something like:

- You can DC twice per 24h period and get ported back to town (just as it is now, except for a lower heartbeat treshold).
- You get a new DP Token 24 hours after you used your last one, up to a maximum of 2 Tokens.
- If you DC a third time before you've accumulated a new Token you won't be ported back to town.
- (Optional) When you get ported back to town by the system one, or more, portal scroll(s) are used.

It's still exploitable to a degree but I think it would be a more fair solution overall.


This seems like a kinda brilliant idea;
Players who are disconnecting for exploitative means will find themselves back in whatever particularly dangerous mob they were trying to avoid in the first place, while players who were experiencing continuous connection problems would more likely to return whatever random less threatening mob they were about to face after their second abrupt disconnect.
Give me hardcore or give me death.
Last edited by MusicGTELife#4330 on Jan 16, 2012, 5:43:13 PM
Not only is this a petition on the internet, its a petition on the internet for a beta. 2012 truly is the years of earths demise.
"
Epicurwin wrote:
Not only is this a petition on the internet, its a petition on the internet for a beta. 2012 truly is the years of earths demise.

This isn't reddit.
Give me hardcore or give me death.
ive died to it, yet have no issue with it as-is.

give me an ejector seat and i am powerless to stop myself from using it...the way it is now i know i have no way out but through those mobs alive or retreating to a portal.

~SotW HC Guild~

Unless I'm misunderstanding, it seems like your initial request-
"
MusicGTELife wrote:
This thread is a petition to reduce the time between heartbeat packets for only hardcore league players to stay connected to something as low as 2-4 seconds.

-is already in the game?
"
WhiteBoy88 wrote:
The current 3-second disconnect timer seems a fair compromise to me. It prevents instant disconnect exploits, and is short enough that it's not a certain death sentence for accidental disconnects.


If you wanted the ticker to be somewhere between 2-4 seconds, and it currently lives at 3... problem solved?

And I have to say I don't mind the current system either. There can't be an automatic disconnect or else the 'save and exit' routine becomes a legitimate tactic to avoid death, which cheapens the game experience. This isn't just HC related either, look at the amount of QQ posts from default players as well about death penalties being too high, server lag, blah blah blah - if automatic disconnect was implemented, both hc and default would take full advantage of it.

The two methods to avoid death should be either kill them before they kill you, or retreat (in game) - not close the game and be instantly safe.
Soldiers of the Wasteland - sotwguild.com
I'd like to point out that the length of the timeout has nothing to do with preventing "exploits". A person can simply hit Alt+F4 if they want to quickly exit, they do not need to pull out their network cable. So a large portion of this discussion is moot.

If the timeout is set too low (as it was in some previous versions), some players are unable to loq into any instance, because they timeout while loading (or more precisely, after loading, but before gaining control of their character).

Perhaps GGG will change/work around this in the future, but until then the load time of slower computers puts a lower bound on the length of the timeout.

Last edited by Malice#2426 on Jan 17, 2012, 11:56:14 PM
"
Mcrat wrote:
Unless I'm misunderstanding, it seems like your initial request-
"
MusicGTELife wrote:
This thread is a petition to reduce the time between heartbeat packets for only hardcore league players to stay connected to something as low as 2-4 seconds.

-is already in the game?
"
WhiteBoy88 wrote:
The current 3-second disconnect timer seems a fair compromise to me. It prevents instant disconnect exploits, and is short enough that it's not a certain death sentence for accidental disconnects.


If you wanted the ticker to be somewhere between 2-4 seconds, and it currently lives at 3... problem solved?

And I have to say I don't mind the current system either. There can't be an automatic disconnect or else the 'save and exit' routine becomes a legitimate tactic to avoid death, which cheapens the game experience. This isn't just HC related either, look at the amount of QQ posts from default players as well about death penalties being too high, server lag, blah blah blah - if automatic disconnect was implemented, both hc and default would take full advantage of it.

The two methods to avoid death should be either kill them before they kill you, or retreat (in game) - not close the game and be instantly safe.


You're misunderstanding.
I'm talking about heartbeat packets that keep you connected to the game, not the delay after you disconnect.
Heartbeat packets are sent to the client periodically which the client must respond to to keep the connection alive, if these were exchanged more frequently the server would know quicker if the player had dropped or was experiencing a large desync.
They currently appear to be exchanged less frequently than Diablo II's 5 second heartbeat.

The 3 second wait period before the server logs you off you're talking about is actually compounded ON TOP of this heartbeat if you don't log off properly.
Meaning it could take as long as 10 seconds(?) to drop you if something happens to your connection.
Give me hardcore or give me death.
Last edited by MusicGTELife#4330 on Jan 18, 2012, 4:46:01 AM
"
tokiih wrote:
3 seconds can be a very long time for a non-tanky char mid-fight.

A lowered time coupled with "Disconnect Protection Tokens" is what I think would be a more fair system. I'm just brain storming here so bear with me. :) In my mind it would be something like:

- You can DC twice per 24h period and get ported back to town (just as it is now, except for a lower heartbeat treshold).
- You get a new DP Token 24 hours after you used your last one, up to a maximum of 2 Tokens.
- If you DC a third time before you've accumulated a new Token you won't be ported back to town.
- (Optional) When you get ported back to town by the system one, or more, portal scroll(s) are used.

It's still exploitable to a degree but I think it would be a more fair solution overall.


^ What he said.

I would never ever play HC characters in any game with the constant risk of loosing weeks/months worth of gameplay to someting as small as a few seconds. But with a smart new DC protective system i think more people will want to try HC.

This is something im qurious about to see if the devs are willing to improve on.
"
Malice wrote:
I'd like to point out that the length of the timeout has nothing to do with preventing "exploits". A person can simply hit Alt+F4 if they want to quickly exit, they do not need to pull out their network cable. So a large portion of this discussion is moot.

If the timeout is set too low (as it was in some previous versions), some players are unable to loq into any instance, because they timeout while loading (or more precisely, after loading, but before gaining control of their character).

Perhaps GGG will change/work around this in the future, but until then the load time of slower computers puts a lower bound on the length of the timeout.



Timeouts you experience while loading have nothing to do with in-game heartbeats. Completely different systems, at least they should be.
Give me hardcore or give me death.
Last edited by MusicGTELife#4330 on Jan 18, 2012, 3:14:10 AM

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