how to overcome desync.
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get immunity to stun and freeze.
Lost my last 5 hc characters when my game froze and when everything moved again, you see the resurrect button. What caused the desync? when you get stunned or frozen on the server your client doesnt update straight away. The client continues and your character moves away but then the client is now our of sync and so everything freezes for the game to correct itself. Mean while, back at the server, your character was stunned and havnt moved, he/she is still standing there getting pummeled by mobs. By the time the client corrects itself, your dead.. My last 50 characters over the pass few months to the same reason but havnt figured what caused it till the last 5 deaths, i've been taking notice. On all these deaths, i realised i did not have stun immunity. Get yourself stun immune. a eye of chayula is not too expensive, and will save you ALOT of deaths. PS: this does not prevent ALL desyncs but will greatly reduce the ammount you will experience. [Removed by Support] Last edited by Anthian#0475 on Oct 16, 2013, 3:53:02 AM
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There is no way to fix desync in the online game which uses Accuracy and chance to hit in combat mechanics. The only way to "fix" it is doing casual mode like removing accuracy and add half screen hitboxes like in D3 instead. But it trivialities fight very much.
Don't fight. Adapt. Win.
Spoiler
Desync? Start using SHIFT+attack.
IGN @Ostropalca Last edited by Evantis#3706 on Oct 16, 2013, 4:23:23 AM
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shift stops your character from moving and so gives time for the server to catch up to the client, it does not prevent desync.
When you get hit and take a stun or freeze that your client doesnt react to in time, that causes desync. or when your character on the client runs through a small gap between a mob and a wall, but when your character on the server gets to that point the gap has closed and so your client will sync back. All shift does is stops your character from moving, does not stop desyncs. [Removed by Support] Last edited by Anthian#0475 on Oct 16, 2013, 4:48:04 AM
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I am not sure people really understand what desync is. I often hear people complain about desync when this is not their problem.
Most of the issues I hear and see people complain about are not related to desync. They are related to collision detection between two objects. Normally the collision is between the player and a monster, however recently this has changed. GGG implemented a change to reduce the issues with player collision with monsters that has been quite successful in my opinion. However, what this has done now is highlighted a new collision issue. I frequently run into issues now when pulling several monsters at once. In cases where I pull too many and start to run away, they run into each other and I end up getting sucked back into the middle of the pack. This is not a desync issue. It is how GGG has implemented their collision resolution. If you find this explanation BS, then try this yourself: 1. Pull a group of monsters but circling around until they are all bumping into each other in the middle of the screen. 2. Continue running around in large circles around the outside of the group and / or weaving back and forth on the outside of the group. 3. Eventually, you will cause a collision scenario where you get sucked into the middle of the pack and possibly die. In my case, I am often pulled to locations where I have never been near and there should be no possibility of the server considering me to have been there either. For those of you who still say BS, try clearing areas without ever pulling a large group of monsters. You should never ever have an issue with being pulled back into a pack of monsters. Technically, this is how you avoid so-called "desync" deaths. At least the ones as I explained above. For the real desync issues where the client and server basically stop communicating for a period of time, the only real options are to try the /oos command, log out and / or ensure you have an insane amount of life regen {or ES regen for CI builds). |
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Wow thankyou for the new info, I never knew about mobs colliding with themselves can suck you into a place you havnt been before, or mayb i just havnt noticed.
But usually i can handle those as the screen doesnt stop. never the less, great info. Thanks I still sometimes get that screen freeze for a few seconds which i havnt figure out how to stop or prevent yet. [Removed by Support]
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" Lets give a nobel prize to that guy, he solved it all. Because Shift+attack will help you survive the charging Rhoa or suicide spawns which does not show on your screen due to desynch. |
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Misleading title is misleading.
There is no way to overcome it other than having a repeating macro for /oos every 15 seconds. It grinds my gears when people say the fix to desync is to play around it. |
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there nothing misleading about the title, these are some of the ways to overcome desync, its not a fix but methods to reduce and prevent as much as possible.
[Removed by Support]
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stun and desync aren't the same thing. Stun is working as it should, desync is an obvious flaw.
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I know they arent the same, but sometimes a stun/freeze will cause a desync as i mentioned above.
By eliminating them, it helps reduce the amount of desync you experience. I'm only advising to take stun and freeze immune if possible as i've notice a lot less desync when having those items/skill. [Removed by Support]
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