Is Desync going to be the game killer?

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Ironmallet wrote:


I have a 100/100mbit connection, <40 ping, 60+ fps and I still get desynced. You're the clueless one here.


[Removed by Admin] speed got nothing to do with desync unless you dial up directly to GGG server and you dont. You see in the world wide web you have to go true alot of different servers/ip etc to get to you destination so if you live in a country with a horrible internet infrastructure you still going to get delays or packet lose. That means when GGG server finally getting you movement request and send it back to you client is alrdy abit confused and are just guessing where you maybe suppose to be in a mathematical equation. So now after a long time because you got a shitty internet connection or live in an area of the world with a horrible internet infrastructure. You client finaly get the correct information and now you got 2 different versions. You got 1 version of the game you client has created and you got the correct version GGG server just send you. Now you desync.

So once again my dear you either move to a part of the world with a great internet infrastructure or you figure out how to make electrons reach light speed or faster then light speed


So again plz read some books about how the internet works and how desync over long distance can occur. [Removed by Admin]
Last edited by Kieren_GGG#0000 on Nov 4, 2013, 1:55:38 PM
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Burmeister99 wrote:
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Ironmallet wrote:


I have a 100/100mbit connection, <40 ping, 60+ fps and I still get desynced. You're the clueless one here.


[Removed by Admin] speed got nothing to do with desync unless you dial up directly to GGG server and you dont. You see in the world wide web you have to go true alot of different servers/ip etc to get to you destination so if you live in a country with a horrible internet infrastructure you still going to get delays or packet lose. That means when GGG server finally getting you movement request and send it back to you client is alrdy abit confused and are just guessing where you maybe suppose to be in a mathematical equation. So now after a long time because you got a shitty internet connection or live in an area of the world with a horrible internet infrastructure. You client finaly get the correct information and now you got 2 different versions. You got 1 version of the game you client has created and you got the correct version GGG server just send you. Now you desync.

So once again my dear you either move to a part of the world with a great internet infrastructure or you figure out how to make electrons reach light speed or faster then light speed


So again plz read some books about how the internet works and how desync over long distance can occur. [Removed by Admin]


You're describing ping here. My ping is excellent. I get 0% packet loss and I live in a country with an awesome internet infrastructure. You're still clueless.

EDIT: Not to mention, every single(and I mean that) online game works flawlessly for me. Very little ping, no lag, no desync, no bullshit. This is on GGG's end.
IGN: Ironmallet
Last edited by Ironmallet#5457 on Nov 4, 2013, 2:27:12 PM
As long as there continues to be little to no trust between the server > client desync will always be Path of exiles biggest flaw.

currently your playing two games, the one on your screen and one on the server. and because positioning and stuns (the two biggest culprits of PC kills) can happen on one and not the other while still allowing the client to think its in sync.

the prediction system while great in theory does not work in practice, as when the predictions are wrong in multiple succession it ends up so far off sync the client has to rubber band or force itself back in sync causing clunky game play,and(or) undesirable results from the players actions.

Myself I would rather the netcode be switched to constant sync system even if it means delays between all actions.

Of course in an ideal world we could just trust the client and relay it back to server and that would be the end of it. we all know how hack free Diablo 2 was because of that though.
The answer to fix desync is obvious: Go take a plane to New Zealand, sneak up to GGG's offices one night, and hack their server directly and play from there.
I'm amazed how people keep complaining and complaining about desync and fail to do something as simple as that!
I'm having "desync" problems since level 1. I thought it's because there much more players who want to play than expected, but it happens all the time. In the first day I even thought that monsters pull me back. 90% of times when I use life potion is because of desync. IMO you should at least remove dead penalties in softcore until you'll fix it.
I played many games and I've never had so many desync as in PoE. (Counter Strike 1.6 and GO, CoD, Battlefield 3, Diablo3 and more).

My ping is around 60ms so it's fine.
Last edited by termowizjer#2534 on Nov 4, 2013, 5:05:39 PM
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Ironmallet wrote:

EDIT: Not to mention, every single(and I mean that) online game works flawlessly for me. Very little ping, no lag, no desync, no bullshit. This is on GGG's end.


PoE may be also the only game that already desyncs when you go through a door or just walking in tight areas. Even one leap slam is often enough, I tested it. I could /oos every 5 seconds so bad it is. ;)
Seriously, the Netcode of PoE feels so broken, I doubt they will ever fix this. You can't fix broken netcode usualy, either you HAVE good code from the beginning or not. The entire game is based onto this and built around it, if you read the methods they use for client/server communication (GGG forum post) you will come to the conclusion that there will nothing change in desyncs/lags as long as GGG WANTS the client server communication like that. They made the game like that and a serious fixing of these desyncs could be compared to an operation onto a beating heart.
So they may write "we are working on that" and I will belive this, but it seems hard, otherwise there would be noticable improvements like in other corners of PoE already successful done.

Netcode is a bitch, ask Dean Hall (DayZ, working since ages now basicly only onto the standalone netcode but they just don't get it it seems). ^^
If this game "dies" it will have to be from the de-sync, it has no issues that come even marginally close to how bad de-sync is. This game does everything well, but de-sync is like a huge tumor on a truly grand game.

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