I just rage quit

I was listening to chris talk on kripps stream the other day and he mentioned he'd rather poe have more rubber banding.

That is the #1 reason why i quit diablo 3.

I have been rubberbanding alot just in the past couple days and I never use to and I just died from rubberbanding and it just ruins the experience for me.
This thread has been automatically archived. Replies are disabled.
heya, i know what you mean. I hope GGG does not take all feedback just from 1 player. I"m sure kripp enjoys the game and plays it his way. I just hope GGG does not take all of his feedback as top priority.

At the moment there is a lot of latency especially if your playing from Australia. When it comes to pvp it's always the america's that have the upper hand and no need to guess why since they get below 100 ping time and australians avg at around 300 to 200 at best. Living far away only gives us 50% enjoyment when it comes to pvp.
The Good the Bad & the Ugly
That sounds suspiciously like sarcasm, not a serious suggestion.

If this game had more rubberbanding, it'd be the only way I move....
Ancient and unwise, SSF only since 2012
I think he means in terms of the game syncing up more frequently, so that you dont have really long rubberbanding where you teleport to a position you walked past 10 seconds ago. Instead it will keep teleporting you every 2 seconds. Its better that way because you get faster feedback on whats actually going on. This is a good thing until they fix the sync and latency issues.
Last edited by Stroggoz#2475 on Aug 13, 2012, 12:28:31 AM
"
supertact wrote:
I was listening to chris talk on kripps stream the other day and he mentioned he'd rather poe have more rubber banding.

That is the #1 reason why i quit diablo 3.

I have been rubberbanding alot just in the past couple days and I never use to and I just died from rubberbanding and it just ruins the experience for me.


This is simply due to the natural way latency works. Even in Diablo 2 you had rubber-banding to a certain extent. There are really two choices:

1) Reduce the graphics and information, in total, being processed inside the game.

2) Have rubberbanding.
"
Caiada wrote:
That sounds suspiciously like sarcasm, not a serious suggestion.

If this game had more rubberbanding, it'd be the only way I move....


it wasnt even from me, it was a quote directly from chris...

i just cant stand it.
Last edited by supertact#4953 on Aug 13, 2012, 1:06:23 AM
It HAS to be sarcasm.

"
xXDragon wrote:
This is simply due to the natural way latency works. Even in Diablo 2 you had rubber-banding to a certain extent. There are really two choices:

1) Reduce the graphics and information, in total, being processed inside the game.

2) Have rubberbanding.


Still can be optimised so there is less chance of rubberbanding. Even enemy mobs rubberband right now, it's craziness.
There's a misunderstanding here. Rubberbanding is the solution, not the problem. The problem is things being out-of-sync, which we'd all like to have less of. People in this thread seem to be equating the two.

Something rubberbands when the game's detected it's fair enough out of sync to require it, thus returning it to it's correct, in-sync location. If this happened more often, things would rubberband more, but many of of these would be smaller distances, or off-screen, and thus less visible to the player, and rubberbanding more frequently would mean things were much less out-of-sync in general.

As an analogy, imagine an apartment building that catches fire frequently, and if the fires get big enough, the sprinklers detect this and douse the fire.
When Chris says he wishes the sprinklers went off more often, he's not saying he wants more fires to occur, he's saying he wants the sprinklers to find and put out smaller fires before they become bigger ones.

People have a tendency to think of rubberbanding being the problem, when rubberbanding is the act of fixing the actual problem (things being out of sync). Rubberbanding more often would prevent the sync issues from getting as big. Of course it's also desirable to reduce the actual occurring of sync issues in the first place, but there's nothing wrong with wanting the game to detect and fix them more often.

Sync issues can never be completely eliminated, so methods like rubberbanding are needed to combat them. If the game had no rubberbanding, that wouldn't mean everything was always in sync, it would mean everything was out-of-sync constantly and would never get back in-sync.

There's a trade-off between the fact that rubberbanding fixes the issue, but also makes the fact the issue occurred more visible to the player (just as hearing the sprinklers go off in the kitchen might tip you off to a fire you didn't know was there).
I'd rather rubberband than have some of these obscene desynchs happen
The problem of rubberbanding is the instantly new position which is most times a not so very good position.
But i think its impossible to calculate a save position because dometimes ppl want to go close while others prefer to stay further away than its needed.

Rubberbanding is the feature of server calculations.
English is my third language, there will be bugs.

Report Forum Post

Report Account:

Report Type

Additional Info