Is DESYNC - really - that much of a problem? Really?
" fairy tale .. you can duck behind cover in D3..and monsters are not auto hitting anymore.. |
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YES IT IS
[img]https://imgur.com/a/GRkTKl6[/img]
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Just wanted to opt in to say that desync really isn't that bad.
Here are my points: 1. With experience, it becomes increasingly easy to tell whether you are currently synced or not. How? Many ways: Monsters don't react to your passing? You are out of sync. You aren't dealing any damage to monsters you should obviously be damaging? You are out of sync. Tried to open a door/chest/barrel/crate/pick up an item and it doesn't work? You are out of sync. Then it becomes a very simple matter of /oos and there you go. 2. Again, with experience, it becomes very easy to actually prevent situations mentioned above from happening at all! Some are, obviously, impossible to prevent, but most are. Here's how: Always shift-click your abilities, they will prevent your character from running in weird directions to hit out of sync mobs. Also, double-win for shift-clicking: if the monster should obviously be getting hit, but isn't, congrats: You are out of sync! 3. Understand that tight corridors can be quite desync-friendly. It doesn't mean that the monster wasn't blocking your way in your screen, that he wasn't on the server. So, one step to take into getting to reduce desync and its impact in your gameplay is understanding where it actually occurs: tight door/hallways, packs of monsters, particular skills (cyclone comes to mind), leap slam... Most of the time, if any of the above situation is not occurring, desync shouldn't be a problem to worry about. 4. Use Quartz Flask. Seriously, half of the desyncs come from monsters unexpectedly blocking your path. If you can run about without being blocked, you're pretty much immune to desyncs (except using cyclone, obviously). 5. Use skills that desync less. Mainly, like 99% of skills. The other 1% are Leap Slam, Cyclone, Incinerate (a little bit, might get ported a bit around...), Whirling Blades, maybe a couple others... And don't forget to use shift-click. Also, as a Post-Scriptum, streamers/experienced/top players rarely or ever die from desyncs, and when they die, it was actually a misplay on their part, such as running around an extra damage, extra fire damage, extra cold damage, extra physical aura'd volatile Iceblood lvl 77 Golem on Steroids. Just... skip him? Same for hard bosses and stuff. Fight what you know you can fight. IGN: TimeForSpectralThrow / iLikeShockNova Last edited by Daxtreme#7537 on Dec 22, 2013, 12:40:25 AM
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Desync is the only reason I haven't paid anything for this game.
Well I'm part of a guild that paid but I didn't. I love it, but I use Cyclone and when I nearly die to even hotdogs in docks because of desync I want to quit this game forever. Hitting air and teleporting all over the place with a 21ms ping. Nothing wrong with my build, nothing wrong with my connection AT ALL but something terribly wrong with their design choices. |
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" Basically you're saying players need to adapt to a poor choice of code for the ARPG mini game and forget about a layer of gameplay and skills. And the bolded,I've seen and heard of plenty legendry streamers getting popped by desync.You can't just avoid Vaal and move on,lol. FFS,the mobs alone cause desync without any player help. You can apologize all you want (for GGG) for a crappy system and suggest players just don't use certain skills gamestyles,equip themselves with /oos macros and alt/F4 at the slightest smell of imminent desync.It changes nothing,it's poor gameplay for the ARPG mini game in POE. I'd prefer 450 latency on an EU server (I'm from OZ) and dealing with that,than doing all the things you suggest.Content,why have it. |
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Everytime there's a race I get increase in desync. And I have constant desync (although slight) 99% of the time. It's manageable with ranged characters but I won't even consider melee builds. If I can click on a spot five times before my character even starts to move toward that spot, it's a pretty big issue to me. There is no "dodge mechanic" either, only "see something that's totally avoidable in every other ARPG but just sit and watch it happen as I hammer away on the left mouse button".
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" In D3 they hit or miss based on random chance... not based on your actions. Here, you can force them to miss. |
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" Also want to add in D3 once a monster in melee ranges initiates an attack, its impossible to not get hit by moving away fast enough unlike here you can avoid the attack by moving away. Closed Beta Member.
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When you have to avoid certain skills and hardcore is too much of a risk to play, yes, desync is really that much of a problem.
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" With all due respect, all he says it that that is POSSIBLE. Not that it's right, justified, pleasant ... just possible. IGN STD Ajax_Deadeye| Nathaniel_Corwin| Itane_Shira| Tetra_Mayani| Arkanis_Gath
[Build] TK's CoC Crit Shadow aka THE WELDER /view-thread/787487 [Shop] TK's Adventurers Pawnshop /view-thread/570071 |
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