I just rage quit

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LadyDevimon wrote:
The problem of rubberbanding is the instantly new position which is most times a not so very good position.
If you rubberband to a new position, it's because that is the position you were really in already - the client had your position wrong, and it's been corrected. It's not putting you in an unsafe position, it's showing you that you already really were in one and thus letting you do something about it.

If you rubberband into a group of monsters, you were already in that group, and they were already attacking you. You just couldn't see it because you were out of sync.
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Mark_GGG wrote:
...the client had your position wrong, and it's been corrected. It's not putting you in an unsafe position,...


Yes thats reasonable. But for the user the server position is "wrong". Even though only the server sight is the right one.
I also say its not possible to correct it in a way that prevents deaths.
I got some bad experience with the pyramid and i found myself into a room of mobs without any intention to get there. Just by fast moving around to avoid missiles and so.

For a ranged like me, such a new position is a not so good position that was not intented by myself. But a melee could want to get in. So while i thought i'm save, i wasn't. The rubberbanding did correct my position which is good, but regardless of trying to escape i died.

Ofc, its just a fight problem. On regular moving around the map its just a little bit annoying but a must for sync.

I have no idea how to avoid deaths caused by desync.
Maybe a comparison between client position and server position? If the client pos was save the user thought to be save and did nothing to save his life.

But thats all exploitable. We just have to live with such corrections.
English is my third language, there will be bugs.
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poekos wrote:

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.


you know theres a singapore server right?

i get 70ms from australia
The obvious solution here is to trust your players and simply rubber-band the server, not the client!
Last edited by _Lokken#7609 on Aug 13, 2012, 9:45:12 AM
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_Lokken wrote:
The obvious solution here is to trust your players and simply rubber-band the server, not the client!


That is not the solution, because there are people who will abuse that.
less obvious I suppose was the intended sarcasm.
Yeah its sad the righteous players suffer to some mad guys who like to exploit the hell out of it.

English is my third language, there will be bugs.
Yeah i understand the issue with this. It's the downfall of the internet and online games. It would be nice to have a offline option of POE. Will this happen i cannot say for sure but the lower the lag the more the game is enjoyed generally.
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_Lokken wrote:
less obvious I suppose was the intended sarcasm.


Given some of the "solutions" proposed by some people, rather hard to tell that was sarcasm :)
What you guys (the devs) need to do is look at the problem from a control systems theory point of view.

Right now, you have a correction function (rubberbanding) that only applies above a certain threshold - typically this threshold is X distance between client and server versions of player character coordinates. Any control systems guy will tell you that you cause tons of problems (especially in terms of visibility) when your correction function is so highly nonlinear - especially like the currently used one (a modulo function, technically).

You need to write up a bit of code that implements a PID controller setup to continuously minimize the error signal. You don't necessarily need the integrator or differential functionality, but the Proportional is definitely required.

This would effect a solution by moving the output signal (server's version of player position) closer to the input signal (client's version of the same) without the player noticing.

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