did diablo 2 desynch as badly?

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Kexmeister wrote:
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zachatta wrote:
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Xavderion wrote:


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.


Why adapt when I can make baseless assumptions?

wat


I like how you avoided responding to my arguments before, and just decided to start a circlejerk instead.


Ok, how about I trump your argument for good.

GGG's biggest downfall in their game currently is desync. That usually is the big complaint (if any).

GGG likes making money.

If GGG could EASILY fix desync, you honestly think they would shrug it off for no reason?

Also you honestly believe that a bunch of arm chair programmers can come up with a quick fix 30 minute solution to a problem GGG, a group of experienced programmers working on this project for years, can't?

Obviously, for business reasons, if they could snap their fingers and make desync issues evaporate they would. However to do that they have to trust the client. GGG has stated a million times they won't trust the client to not allow cheating.

To them (and it is their game mind you) cheating is much worse than desync. So your only option is to utilize the tools you have around you to minimize desync issues.

So you can keep repeating the phrase "I am no expert but I know there must be a solution" but it will not make your statement true.

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Barry wrote:
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CantripN wrote:
DESYNC.
There's no "H".

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.


Indeed, PvP had some incredible desync issues, especially with charge.

I never really did PvP much though, and aside from that I never had any serious issues.

Diablo 2 was by no means a perfect game, but killing monsters was consistently smooth, even with 4+ players.
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zachatta wrote:


Ok, how about I trump your argument for good.

GGG's biggest downfall in their game currently is desync. That usually is the big complaint (if any).

GGG likes making money.

If GGG could EASILY fix desync, you honestly think they would shrug it off for no reason?

Also you honestly believe that a bunch of arm chair programmers can come up with a quick fix 30 minute solution to a problem GGG, a group of experienced programmers working on this project for years, can't?

Obviously, for business reasons, if they could snap their fingers and make desync issues evaporate they would. However to do that they have to trust the client. GGG has stated a million times they won't trust the client to not allow cheating.

To them (and it is their game mind you) cheating is much worse than desync. So your only option is to utilize the tools you have around you to minimize desync issues.

So you can keep repeating the phrase "I am no expert but I know there must be a solution" but it will not make your statement true.




Thank you for making a real post.

It can not 'easily' be fixed, that's not what I'm claiming.

I'm using other games as examples, and the reasoning of the thorough explanation recently posted on the forums as a basis for my arguments.

It insists that the desync issues are mainly caused by the complex pathing/map layout of PoE.

Assuming this is true, it should be possible to allow things like unit overlapping for at least a partial reduction in these issues.

If this is not the case, and it is more complex than that, then communication is key. We would like a response or conclusion.
'We are working on a solution'
'We are not currently working on a solution'
'We will have the issues fixed'
'It's impossible to fix these issues'

Any of the conclusions would satisfy me, and the others would make me feel that they're actively listening.

The main problem right now is that I've not seen any recent responses to issue, please redirect me if I've missed something.
They could turn of creature collison, but i dont think thats a good idea.
Dudes, how about D3? do they have desync too? I always wondered but never played it.
Be ready. You're not paranoid, you're PREPARED.

I quit this game every few months and so should you to continue playing it in the future.

The device is believed to have been dropped
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JohnGrammaticus wrote:
Dudes, how about D3? do they have desync too? I always wondered but never played it.



Whirlwind barbarians had some desync issues at one point, but that was fixed as far as I'm concerned.

Aside from that, nothing serious.
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Kexmeister wrote:
Consistently getting desynced is far more gamebreaking than an occasional duped item, and there are ways to secure such things.


Not really, the game is to have a 10 year span, allowing hacks and dupes would ruin any economy within the first year, new 4 month leagues would be trivialized and PvP would be a joke.

Desync however isn't nearly as bad as people try to make out...everyone in the game has it and yet there are plenty playing just fine with it...i've yet to die of it since the initial death over a year ago...and that was when i decided to run through several groups of monsters, something which you can easily avoid doing by killing them...even using cyclone and multistrike hasn't killed me yet...most of the problems are really a learn to play issue which are easily incorporated into normal play.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
If desync is not a big problem, I wonder why there are so many threads every day about it.

But I like so much your "desync is part of the gameplay".
So many clueless people or terrible trolls.
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lagwin1980 wrote:
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Kexmeister wrote:
Consistently getting desynced is far more gamebreaking than an occasional duped item, and there are ways to secure such things.


Not really, the game is to have a 10 year span, allowing hacks and dupes would ruin any economy within the first year, new 4 month leagues would be trivialized and PvP would be a joke.

Desync however isn't nearly as bad as people try to make out...everyone in the game has it and yet there are plenty playing just fine with it...i've yet to die of it since the initial death over a year ago...and that was when i decided to run through several groups of monsters, something which you can easily avoid doing by killing them...even using cyclone and multistrike hasn't killed me yet...most of the problems are really a learn to play issue which are easily incorporated into normal play.


>most of the problems are really a learn to play issue

...What?

Getting thrown into monsters that are able to kill me in two or three hits means I need to gitgud?

I've been playing with a friend, and desync issues have only gotten worse, it happens in some way or form every few packs.

We've died multiple times to it over the last few days, whether the same thing has happened to you or not, I don't know.

Not even factoring character death into this, it's still frustrating and immersion breaking.

You are also assuming that less desync=hacks, that is not necessarily the case.

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