Is DESYNC - really - that much of a problem? Really?

Played today after about 1 month of not playing, died to desync within 5 minute.

Yea really is that much of a problem, it stops me from taking this game seriously, or even want to play at all.
lol even if they fixed desync u guys would find something else to complain about
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geniusbean wrote:
lol even if they fixed desync u guys would find something else to complain about
This suggests that you think desync is the only issue people have with the game. That clearly isn't the case. It stands to reason people will complain about as many issues as they feel there are until they are all resolved.
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gilrad wrote:
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deteego wrote:
Giving GGG money won't necessarily help desync, the reason the game desyncs is due to the way that GGG made their game engine and networking, and unless GGG recodes their entire game and servers (almost never happens in the industry) then desync will be hear to stay


Wargaming practically rebuilt their rendering engine from the ground up last year for World of Tanks. Granted, Wargaming is rolling in so much money they literally cannot find enough outlets to spend it all on, but it's still an example of a company spending a bunch of resources to recode their game.

Besides, they don't have to completely recode their game to improve desync, they just need to add more resync conditions and generally increase the bandwidth-per-client load with more information being shared (more information means less entropy). Unless the game's netcode was made under the assumption that this will be sufficient from now until eternity (highly unlikely if the current netcode was indeed designed to cut back on server costs), they probably have a long-term plan somewhere in the distant future of re-working the game's netcode and took that into consideration when coding the current implementation.


I said almost never for a reason, and it can be argued that recoding the rendering engine is less work than how the entire networking is done for the game. Remember, if GGG recoded PoE so it doesn't have the desync issue, they have to recode the game logic on the servers, on the client, how the servers work, how the clients work, how ever skill works, how the animations work due to rubberbanding etc etc

More times than not, even if the recode is "heavy", if its just one specific section of the software in general (like just the rendering or just the physics), its less work then doing a recoding something that crosses over into every part of the game

In most cases, these kind of things are done on a new release of the game (not an expansion that uses an older engine)
Desync in this game is really, really bad. If you think it is "manageable" then I really cannot take you seriously. This is a fast paced game in end-game. Desync is the worst possible thing that can happen in fast paced games. Couple that with certain game mechanics, monsters and skills that make desync WORSE and you have to wonder what the developers were thinking when they designed the game.

People think that GGG invented something amazingly new with PoE...they didn't. Granted they took good/great things from other games and combined them. Kudos to them on that. I really, really, really wish the devs had used a bit more foresight when it comes to designing the netcode though.

If desync were a minor issue then I can see the player base increasing by at least 20%.
Desync is pretty awful; it's not [just] that it happens frequently, but that the in-game effect of desync is usually very detrimental to your character.

Consider this: how many builds are constructed to use skills explicitly to minimize desync? If the answer is more than one, then desync is game-changingly bad (literally).

Moreover, I'd postulate that desync is also bad for GGG's revenue, in some circumstances. For example, whenever my character is dying due to desync (which is every playing day), I can console myself that PoE is a free game, on which I have spent no money, so it's not really fair for me to have an expectation of quality in the networking/sync mechanisms. That carries over, though, into when I consider supporting the same through in-game purchases: if I did so, I feel I would be more upset when things like desync killed me... so I don't.

My 2c, in [hopefully] constructive form.
The alternative to desync is rubber banding

but seriously if you cannot sit down and logically figure out all the various posible netcode approaches to a game and evaluate their outcomes you do not deserve to understand why desync is really not that bad an outcome. Seriously peope are arguing as if you can have the moon and eat it. All games are a simulation that involves abstractions. Abstractions have cost.

You can dodge projectiles in this.
You can dodge mele attacks

you have proper micro

desync because of shitty network outside of games control is worth that pain. In times gone by peopel used to pay for good connections and used to avoid highly contended cable isp's etc. These days ignorant folks by crap then qq.

what they should do it provide a bind in game to resync using the /oos command.

That would solve everything.

I love this games approach to netcode.

Its a shame that it is now a generation of gamers that have got used to spongey ass games and have no idea where games came from. This netcode is more like the great games of the late 90's

I applaud you.
Last edited by MrTortoise#6343 on Dec 23, 2013, 6:39:54 PM
By far the biggest issue with the game. You would have to be blind or have your head in the sand to not see its the most commonly brought up issue with the game.

At its best the issue completely changes how you play the game, in a negative way. It restricts what builds you can use (and its already restrictive enough without the issue), it changes how you interact with enemies, it changes how you move...it forces you to make a skill called /oos and bind it to something that should be used for a real skill.

At its worst its totally game breaking. For a game that professes its hardcore appeal, and higher skill ceiling than its competition (I agree with the last statement btw it does have a higher skill ceiling) its totally unacceptable to have to modify gameplay and game choices to mitigate the issue.

The total BS that the developer stated in that its essential for reasons XYZ and other games don't have it because they are not as complex is insulting at best. The only time you need to dodge melee is for bosses, and D3 does have this, I dodge melee swings from belial, from the butcher, from whatever massive blow type skill some melee elites use..you don't need to dodge a swing from a white mob zombie...in either game. Its BS because the worst desync fights in POE are the ones where this un-unique system of dodging attacks fails...since you desync. Ask kole how many people hes killed who would have otherwise melee kited him.


The most unnerving issue isn't the fanboys with their head so far up the...that they feel they need to counter by telling you to totally change your gameplay to an unfun one to counter, and to avoid all the fun skills and builds...that's not the issue...

The issue is that the developers don't see this as the games largest issue. I think to all the other feedback they respond to and appreciate...why not accept the community doesn't want desync. All for what? to protect a melee dodge system that is rendered redundant by its side effect of desync? To protect the sanctity of ladders that are infested with RMT users?

What scares me the most is that an issue what was known for over a year now hasn't been addressed, and has gotten worse with time.

GGG stands to totally ruin the blessing of launching just in time for everyone mad at D3 to need another ARPG to stick it to blizzard. They will ruin this game by not addressing it. Even if fixing it means a major engine rework...they now have the money and staff to make it happen...don't wait until the funds dry up and the user base thins out to address this...nip this issue now while times are good and your in the media spotlight. We don't need new effects/hats/pets we need the games biggest flaw to be fixed.

Gameplay should NEVER be compromised...ever...and that's what sticking to this system does.
just for try, for see and for know
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Magnicon2 wrote:
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geniusbean wrote:
lol even if they fixed desync u guys would find something else to complain about
This suggests that you think desync is the only issue people have with the game. That clearly isn't the case. It stands to reason people will complain about as many issues as they feel there are until they are all resolved.


i'm saying that no matter what GGG does you guys will always find something to complain about because that's just what you guys do
Chris spelled it out why desync in POE is worse than other arpg's:

http://www.pathofexile.com/forum/view-thread/710359/page/1
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Games using client action prediction like ours run into exactly the same sync issues that we do unless they cheat on certain aspects of the simulation. For example, it's common for Action RPGs to do some combination of the following:

Entities can hit each other from a long distance away
There's no chance to hit - all hits occur for sure
Various speed/collision concessions that make it easy to speedhack and/or walk through monsters with modified clients
Attack animations cannot be interrupted (i.e. what we treat as Stun).

Unfortunately, we don't want to do any of those things! They each individually ruin part of the hardcore experience: by allowing combat/movement cheats, preventing accuracy from existing as a mechanic, prevent stunlock, preventing people getting blocked in, etc.

I find the trade-off not worth it. More desync for accuracy and stuns/interrupts.

༼ つ ◕_◕ ༽つ Give moar Power Creep Pls

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