Desync??

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No, desync's been fixed ages ago.


No, desync is worse than ever and still not fixed.

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Funny thing is... if they did take out this "problem" the same people complaining about it now would be back complaining that everything was hitting them and they couldn't dodge the way they used to. It's lose-lose for GGG on this. Stick to what works and let people who don't adapt to it find other things to do.


Um lots of games allow you to dodge things without being a desync-ing lag fest.
Either way only a fool would complain about not being able to dodge attacks vs being desynced into a 10 way gangbang and insta-gibbed.


"

Unfortunately, we don't want to do any of those things! They each individually ruin part of the hardcore experience: by allowing combat/movement cheats, preventing accuracy from existing as a mechanic, prevent stunlock, preventing people getting blocked in, etc.


Just enable an offline version that does not require any server checks, problem solved. Those who enjoy playing an online game with random desync can do so, and those who prefer a playable offline game can do so.

Seems like GGG is simply listening to the 'hardcore' crowd, which i find weird in an ARPG, since it is not a competitive genre anyway.

Desync basically killed this game for me, i liike to play melee chars and they are unplayable in this game.
Last edited by r11na#0845 on Jul 10, 2013, 6:20:04 PM
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FrostTiger wrote:
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Shagsbeard wrote:
You can play so that doesn't happen. You just have to learn what's causing the problem and stop doing it.


Like playing melee classes?


No, like trying to walk through mobs, or narrow halls or doors where you 'think' you have enough room to get by. Or you think you will get there before the mob that is moving to block you.

Also, you learn to notice when you swing at something and don't hit when you should. Or you take damage when there's nothing there to give damage. When you see these things, and they are very easy to notice if you pay attention, and then give /oos command and you immediately resynced before anything bad happens.

It's so easy to deal with I don't even bother putting /oos on a macro. I just make sure it's always the last thing I typed so that:

ENTER
UP arrow
ENTER

Will execute a /oos

I can't imagine dying to desync unless you are actively not trying to avoid it.
The people who suffered from Desync are having better poe gaming sessions.

peopke who did not now suffer from RESYNC.

Who belongs to 1°, Therefore YES you can come back.
Anarchy/Onslaught T-Shirt Owner.
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r11na wrote:


Just enable an offline version that does not require any server checks, problem solved. Those who enjoy playing an online game with random desync can do so, and those who prefer a playable offline game can do so.

Seems like GGG is simply listening to the 'hardcore' crowd, which i find weird in an ARPG, since it is not a competitive genre anyway.

Desync basically killed this game for me, i liike to play melee chars and they are unplayable in this game.


Sorry , but we dont need Offline Version, i have almost 1k+ hours in PoE and i almost never have any problem with Desync/server lags etc, i have installed PoE on 2 my PC's and 1 laptop and game works just fine for me , playing Melee/ranged without any problems.
Some people will learn how to avoid desync and have fun with this game, others won't learn and will wait for the next big arpg which probably won't come in a while. Your choice guys.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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Gezus wrote:
Left because of Desync.

Been playing Grim Dawn.. Prefer the lore and art style of this game..

This still an issue?



looooooooooooooooooooooooooooooooooooooooooool

fixed????/

loooooooooooooooooooooooooooooooooooooooool

no wait wait im not done

LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL

grim dawn got boring pretty fast played through the alpha content twice and was done with it

try out The Incredible Van Helsing worth about 10-15 hours of good solid ARPG play
was worth the $15
(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
Last edited by RitualMurder#3177 on Jul 10, 2013, 9:16:55 PM
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Qiox wrote:
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FrostTiger wrote:
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Shagsbeard wrote:
You can play so that doesn't happen. You just have to learn what's causing the problem and stop doing it.


Like playing melee classes?


No, like trying to walk through mobs, or narrow halls or doors where you 'think' you have enough room to get by. Or you think you will get there before the mob that is moving to block you.

Also, you learn to notice when you swing at something and don't hit when you should. Or you take damage when there's nothing there to give damage. When you see these things, and they are very easy to notice if you pay attention, and then give /oos command and you immediately resynced before anything bad happens.

It's so easy to deal with I don't even bother putting /oos on a macro. I just make sure it's always the last thing I typed so that:

ENTER
UP arrow
ENTER

Will execute a /oos

I can't imagine dying to desync unless you are actively not trying to avoid it.


This is absolutely the wrong way to have to play a game and expect to enjoy yourself!
"Truth be told, I have no idea what the fuck is going on anymore." Stephen Hawkins
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Roguemik wrote:
The following is a quote from Chris himself from this:https://www.pathofexile.com/forum/view-thread/318115

Why some other games appear to not have similar problems
Games using the "wait until server responds" method (RTS and MOBA games) have much higher input latency but don't have the same sync issues that we do. They have their own class of game state synchronisation problems that we thankfully don't have to deal with.

Games using client action prediction like ours run into exactly the same sync issues that we do unless they cheat on certain aspects of the simulation. For example, it's common for Action RPGs to do some combination of the following:
Entities can hit each other from a long distance away
There's no chance to hit - all hits occur for sure
Various speed/collision concessions that make it easy to speedhack and/or walk through monsters with modified clients
Attack animations cannot be interrupted (i.e. what we treat as Stun).


Unfortunately, we don't want to do any of those things! They each individually ruin part of the hardcore experience: by allowing combat/movement cheats, preventing accuracy from existing as a mechanic, prevent stunlock, preventing people getting blocked in, etc.

End Quote.

GESYNC IS BUILT INTO THE GAME FOLKS. IT IS NOT GOING AWAY.


i would give up all of these things to remove deync, using skills like cyclone are just not fun
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danny868686 wrote:


i would give up all of these things to remove deync, using skills like cyclone are just not fun


Then the game would be as simple as D3 and the funny thing is it would STILL have desync like D3 does.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
The stuns are always what gets me, it can be really frustrating.

Use whirling blades to jump through a group of mobs to safety -
Client says - No stun.
Server says - Stun.

Teleport back into mobs.

Repeat if necessary.

Dead.

There are ways you can avoid the worst sync issues but that's not always a very fun way to play.


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