desync cost of F2P ?

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Sayyid wrote:
Desynch isn't the result of latency. It's the result of code that both (1) intentionally does not communicate server position data to clients on a regular basis, and (2) requires that all activity be done according to the server's determination of the game state. The main problem here isn't #2, it's #1. Lack of communication. GGG made a business determination that it would cost them more to increase bandwidth use solving the communication problem than desynch will cost them in lost customers.


+1 this

Latency can certainly have an affect on desync because a lost or dropped or late packet can cause the client simulation to become de-synchronized with the server simulation faster or more easily, but desync is not a direct issue from latency but rather an issue of how often the client is updated with the servers simulation. That's basically what /oos does, it resyncs the client simulation with the server simulation.

Take for instance when you are getting murked by mobs that are not on your screen. What happens is that you move away from those mobs in the client simulation, but the server simulation has you not moving away for whatever reason, be it blocked terrain it thinks you ran into or skills or movement commands that the server simulation see's you as being unable to do because of status effects like frozen or chilled or stunned etc... The server simulation is the authoritive simulation so it takes precedence over what you see on your screen being the client.

The way to fix it would be to simply increase the simulation update rate over the network. There should also easily be a way for GGG to implement a system to check if the server simulation is X far out of sync with the client simulation, Say positional coordinates differ between server and client by X value or client and server character state are showing different value's etc... it may even be present, but badly tuned. Either way though I think the prohibitive factor is bandwidth and ultimately cost.

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Stt3r0 wrote:
Sorry if it was answered, but its not openly known i belive.

So basicly its to prevent cheating. Online games take some steps to combat latency but it can never be fully countered and the differance is in trust level between client and server.

Now because its F2P game and there is no way to stop cheaters from playing. Banning is emptry struggle as they will just return. In b2p if they do return it generates income so you can say developer gets paid for banning cheaters.
It's also far more less likely for normal players to attempt to modify their client when they have paid for the game.

So in F2P game everything needs to be double checked by server and server got priority over client. This way cheating becomes rather impossible but at this same time whenever there is differance caused by latency that gets snowballed we experience desync.




It isn't cheating that is causing desync, but it is the botting that comes from RMT.



EVE developers stated at one of their fanfests RMT botters took up something like 15% of the server resources. I bet POE servers lose at least 30% from RMT botting.

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