I just rage quit

I feel bad for people with crap internet. I've only experienced "rubberbanding" a handful of times the entire time I've played this game, which has been almost 5 months.

Most of it occurred during the last stress test weekend.

Anyway, I have a 40 MB connection and I live in Florida which is pretty close to Texas where the servers are.

My ping is usually around 35-40 milliseconds.
R.I.P. my beloved P.o.E.
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Mark_GGG wrote:
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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.


Hi Mark,

I think GGG need to rethink the projectiles thingy. I am just speculating here. A screen filled with many projectiles slow thing a lot. This is especially so when there is many multiple projectile firing mobs.

I am guessing the server or client need to calculate or update the position each projectile.

just speculating here.

I say, just reduce the range of the projectiles and see what happens.
To retain the longer range, i think add this mod "Faster Projectile" to that mob.




Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED.
Last edited by starsg#0408 on Aug 15, 2012, 8:09:14 AM
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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.


You sir havent understood what rubber banding does.
If you were teleported to another position, then that is the position you were in anyways on the server side.

Without rubber banding you wouldnt even notice that you are still somewhere completely different, maybe even stuck in a corner unable to get out, while the character on your client side is running further and further.

Then suddenly your character dies and you think wtf did just happen, i wasnt even close to enemies, but the reality is the enemies probably surrounded your ass and chewed it too without you even seeing any of it except for your health bar dropping and you being unable to do anything about it.

The game needs more rubberbanding in order to fix this and make you realize that you are actually lagging/desynching and that you are somewhere different on server side.

I am not a fan of running around and then suddenly realizing im actually stuck in a corner dying without me having any chance to do anything about it because i dont see that position.

Im not a fan of rubber banding either, but its the fix, not the problem at hand.
The problem is delay and lag over the internet and how that makes you desynch with the server.

The alternative fix is to double check each of the players clicks with the server before moving the character on the client side, which means delay in all of your actions.
That fix is only feasible if you have servers across all of the world to ensure that everyone has a perfect ping.
Rubber banding i can stand for as it doesn't kick me from my session. Its the simple act of the network packets catching up to the player and correct problems that were or did occur.

The amount of lag i'm experiencing in POE is minimal compared to D3 and the only thing that throws me off is when i miss on an attack nothing happens.. as it should but i'm not used to that in ARPG games so i mistake it for lag at times.

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