[April 12] Initial Development Manifesto Feedback

To be honest desync is not most important to me as long as I know it is being addressed properly and I leave the completely up to GGG as I cannot help with rewriting netcode.

The ranged/melee disparity is most important to me because as a life and armor based melee player
It's hard to say why melee is less efficient compared to range, but I will keep it simple :)

I think melee should have superior defense and single enemy damage over ranged and I think that is currently not the case.

Or maybe monster damage should just be nerfed, I have not much experience with energy shield for example
Last edited by Startkabels#3733 on Jul 27, 2013, 4:13:06 PM
First of all i want to say how much i love this game and its been a blast,

i was just doing a map and was teleporting(lightning warp) to get away from the masses, guess what the freaking desync says no i rather want you to warp SOMEWHERE else and die , thanks GGG for fixing your Nr.1 issue its been great but this game is as good as done for me, ive spend too much time trying to look past this issue , too many times i have started over because of a damn desync death. Wish you all the best with this game.


EDIT:

Yes i have read the development manifesto, and i think you should trust the client more and put in an anti hacking program like gameguard or x-trap, many games use it so why don't you?
Idk if anyone is still reading this thread but one small suggestion for desync that could help. I think this may be in your "things we are planning on doing" list.

So I notice that when trying to shoot something or break a pot, open a chest, is when I notice desync the most.

I have /oos keybound so that I can just hit F5(refresh) and its all fixed. In dungeons especially I tend to do this every couple minutes.

So my idea is when the client is telling the server I want to break this pot, and the server says no you aren't even close to it. Why isn't the client reporting is current location to the server on a regular basis? Maybe it is and its really just taking that long to get back to me? But then why does /oos fix this and rubberband me to the previous room faster?

I am exited that there has been new code added to rubberband more often. It seems to work better than it has. Maybe this will cause more lag, but I think that part seems to be that the client isn't telling the server its location fast enough, or the server isn't telling it to put me in the right place fast enough.
IGN: Nartu
Twitch: http://www.twitch.tv/lordgandalf16
<rant>
I think it's most interesting when I "rubberband" into a room that I never entered in the first place and then die from the 15 mobs that are now surrounding me.

Lets be honest here folks. The time for fan boys disregarding the issues is past.

This game will remain unplayable at higher levels until GGG addresses the issues. I've played almost every ARPG out there over the last 15 years and I have NEVER consistently experienced dsync like I do in this game.

GGG's write up on dsync and their comparison of themselves to every other ARPG then saying that rubberbanding is actually a good thing makes me want to gouge my own eyes out. It makes me think that maybe they think we're stupid. Rubber banding is NOT a good thing. Seamless and transparent client/server positional correction is a good thing. Rubberbanding is a sign that the client/server positional correction is either not implemented correctly or there is an issue with the players internet connection. For the vast majority of us I doubt it is the latter.

They claim this game is going to be ready for release in October but I just don't see it. There are way too many issues and it seems like all GGG is doing is tweaking content and adding micro-transactions.

I am very appreciative of the fact that I can play this game for free and it is an AMAZING game but I am now considering finding something else to play based exclusively on how GGG is handling the issue of dsync. I don't want to hear excuses or that it's a "good thing" and that it's just like every other ARPG because it is absolutely NOT on both accounts.

Stop making excuses, listen to your player-base, fix the issue. People will stop telling what they think and will start showing you what they think with their feet eventually.
</rant>
"
tnt533 wrote:
<rant>
I think it's most interesting when I "rubberband" into a room that I never entered in the first place and then die from the 15 mobs that are now surrounding me.

Lets be honest here folks. The time for fan boys disregarding the issues is past.

This game will remain unplayable at higher levels until GGG addresses the issues. I've played almost every ARPG out there over the last 15 years and I have NEVER consistently experienced dsync like I do in this game.

GGG's write up on dsync and their comparison of themselves to every other ARPG then saying that rubberbanding is actually a good thing makes me want to gouge my own eyes out. It makes me think that maybe they think we're stupid. Rubber banding is NOT a good thing. Seamless and transparent client/server positional correction is a good thing. Rubberbanding is a sign that the client/server positional correction is either not implemented correctly or there is an issue with the players internet connection. For the vast majority of us I doubt it is the latter.

They claim this game is going to be ready for release in October but I just don't see it. There are way too many issues and it seems like all GGG is doing is tweaking content and adding micro-transactions.

I am very appreciative of the fact that I can play this game for free and it is an AMAZING game but I am now considering finding something else to play based exclusively on how GGG is handling the issue of dsync. I don't want to hear excuses or that it's a "good thing" and that it's just like every other ARPG because it is absolutely NOT on both accounts.

Stop making excuses, listen to your player-base, fix the issue. People will stop telling what they think and will start showing you what they think with their feet eventually.
</rant>

My sentiment exactly.

My friend's reaction:
I'm reading it
And it's making me mad, because it's like "If it has to exist, why do we only notice it on your game?"
Give me hardcore or give me death.
Last edited by MusicGTELife#4330 on Aug 7, 2013, 4:29:14 PM
Please do more to fix desync, asap. I don't want to quit this game....not yet.
It's so frustrating to lose a HC char, because of desync and the fact that SC sucks, after playing HC...You want my money, then earn it!!!
"
MusicGTELife wrote:
"
tnt533 wrote:
<rant>
I think it's most interesting when I "rubberband" into a room that I never entered in the first place and then die from the 15 mobs that are now surrounding me.

Lets be honest here folks. The time for fan boys disregarding the issues is past.

This game will remain unplayable at higher levels until GGG addresses the issues.

Stop making excuses, listen to your player-base, fix the issue. People will stop telling what they think and will start showing you what they think with their feet eventually.
</rant>


this is the whole worlds view on it and i think its time to do something...saying rubberbanding is a good thing is just straight up stupid. ur forcing players into areas they havent been in yet...thats not ultimately fair.
[quote="Mark_GGG"]damage modifiers don't can currently can't apply to degen.[/quote]
"Getting all life nods on passive tree should give additional survival, not the mandatory basic survival."
.\1.2/
..\3/
[img]http://ertaislament.files.wordpress.com/2010/08/pentavus.jpg[/img]
My question would be, why does desync occur when using leap slam back and forth between the same two locations, or using cyclone to move very short distances? Were not talking about navigating a rock or jumping to some elaborate plateau. Desync make this game virtually unplayable for melees, I don't even notice it when I'm on my ranged characters. This explanation of "its good for the game" to put it kindly sounds like BS, been playing video games for over a decade and have never experience client server disparity as is present in this game.
Desync confuses a lot of people.

The rubberband IS a good thing. This doesn't mean it being required is a good thing, but the rubber band itself fixes the server and the client syncing.

Its not something that can be fixed, I think thats clear from how the actual game is made. You say other games don't have this problem and that there needs to be better server-client synchronisation. The thing is, doing something like this makes the client very delayed and laggy feeling because nothing happens until the server says so. It is a DIFFERENT system that ALSO has its problems/issues.

Personally the responsiveness of GGG's method mamkes the game feel much smoother and better, but it has a side effect that there can be desynchronisation.

exillicus, you can have it simply because your client might say you can make the move but the server says you are still in the air, and as such you leap slam while the server says you can't. But this would only occur if you had a large ping if there was nothing in the two areas that your client could get confused about. Its very unlikely to happen, and I haven't ever had this happen to me
"
Real_Wolf wrote:
You say other games don't have this problem and that there needs to be better server-client synchronisation. The thing is, doing something like this makes the client very delayed and laggy feeling because nothing happens until the server says so. It is a DIFFERENT system that ALSO has its problems/issues.

Personally the responsiveness of GGG's method mamkes the game feel much smoother and better, but it has a side effect that there can be desynchronisation.


The whole point is that from all the possible solutions( including the ones which are implemented in other games), this is by far the worst mechanism ever. This game is unplayable.

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