did diablo 2 desynch as badly?
" The bold sir, if this is true you probably shouldn't assume that it can be worked out. |
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Titan Quest used a similar method that LoL/dota does for client/server communication, aka wait until the server gets back to the client before anything happens. It was obnoxious to play with a 150+ ping, which was common because it used something like gamespy or some shit for servers which were awful.
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" There's a European gateway, so I shouldn't have any problems. Having to spam the /oos macro every second should not be necessary for playing a video game properly. You are acting like this is not a real issue that needs to be adressed, but rather a feature that players need to work around. That is the mindset of a drone. While no one likes duped items and maphacks, it's not the price you pay to avoid desyncs, it's just how Diablo 2 worked. |
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" Nope, it's the mindset of someone who knows that desync isn't going anywhere anytime soon. I rather adapt to things I can't change than QQ about it. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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" We can both agree that Gamespy was an awful service, but I've yet to experience high ping in Titan Quest. Even then, it could probably be improved massively seeing as it's over 7 years old. |
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" Why adapt when I can make baseless assumptions? wat |
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" That's what I'm saying. Instead of criticising the game's flaws, you accept them and blame others for not doing so. People are posting these things to get GGGs attention or response, not to change how the game works themselves. |
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" I like how you avoided responding to my arguments before, and just decided to start a circlejerk instead. |
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" De-synchronization. Anyway, Diablo 2 had tons of desynch and it was extremely exploitable, especially in LoD. Zons would stack faster run walk small charms for the express purpose of desynching themselves so people would tele somewhere else when namelocking. Dueling with a hammerdin was a game of desynch. The difference was that the desynch in diablo 2 was controllable. Diablo 3 also has desynch but you only ever notice it if you're scoot'n'shooting with a demon hunter. And don't tell me you never got teleported back to the start of the bridge in act 1. Talk to Akara, take the bridge at a narrow angle and boom you're back there sitting in some corner like a dunce. sry ive seen godly and godlys dont lose hp wich wuold pretty much be a smiter with life tap
IGN: danknugsblazedopeswag |
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Perhaps your memory of d2 was dominated by meph and baal runs, areas with wide open terrain and mobs that melted as you approached.
Recall maggot lair. Desynch up the ass if you didnt or couldnt quickly kill everything. Key runs in the arcane sanc also had serious issues when you got an immune pack in a narrow walkway. But probably few of you would remember that as you all just teleported around because of the availability of duped runes. Could GGG allow for more client side processing to reduce desynch, yes. But at a very heavy price, both in terms of money and system security. It is not the players decision, it is the developers. If you think you can implement better code you shouldnt be playing, you should be making a game better than poe. If you cant, then you should recognize the complexity of the issue. For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it Last edited by SkyCore#2413 on Nov 19, 2013, 6:08:58 AM
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