The desync problem and Leagues

Once again, a desync should not be so bad that I break the engine of the game. As I said, the Templar teleported through the closed door into a room that had no other entrance. A desync should not have the ability to do something as grossly impossible as that.
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uhlern wrote:
Stupid. If you want to get rid of Desyncs completely you'd have to make it client based and not server based.. And that opens up for a whole lot of fun stuffs. :)


And none of it is worse than the current desync we all get to enjoy...

No game I've ever experienced first hand or even heard of, has a desync problem anywhere near the magnitude of what this game has... Nothing is even close. We can go back near 20 years, and still nothing...

What does that say about this game and their philosophy?
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I_NO wrote:
Decide if you want hackers and cheaters inside the game or suffer desync which is it?


You mean the people who bot 7/24 would then cheat in a different way? That is horrible!!

Joke aside, we all know it is not black and white. No desynch does not mean free hacks for all.
This is the result of netcode choice AND environmental design GGG decided. But also it is clear and simple that "fixing" means re building netcode which would require lots of resources which GGG does not have.

I wish they went with wait-server kind of netcode. While it would slow down the pace a little bit (not much) it would ensure that game would be %100 desynch free and as safe as it is now (bots would still be rampant of course).
Wow, I wonder if there are games out there without desync AND no hackers running rampant. Let's look, for example, at the front page of Twitch, games like LoL and Dota 2. What's that? No desync? No hackers? Yeah...

Can you guys please stop parroting that pitiful excuse GGG came up with? It's getting old. As symban said in the post before mine, using the good old "wait-server" as he puts it network model would solve every desync-related problem this game has, while still making it server sided so it can't be hacked. The only downside is that you would have a teeny tiny delay (less than 1/10 of a second for most players) before each action, which is not even a problem since it's incredibly easy to get used to. Unlike desync.

This was a very serious mistake by GGG, to think that they knew better than everyone else when they decided which network model they would use, and it's one that sooner or later they'll have to fix. And I hope for the game's health that it's sooner rather than later.


And even if this wasn't possible, and the only option was to make it client sided... I would still rather have hackers than this horrible desync.
"Of course we balance knowing players will Alt-F4 out of there."
- Qarl
Came back to PoE after like 8 months, was excited about the changes/updates. After about 2 hours of play i'm very disappointed at the games current state. I really, REALLY want to invest in another ftp game, but i'm going to have to keep looking after this. Again i'm playing at 4am on the us server yet the connection issues are still there.
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Deankar wrote:
Wow, I wonder if there are games out there without desync AND no hackers running rampant. Let's look, for example, at the front page of Twitch, games like LoL and Dota 2. What's that? No desync? No hackers? Yeah...

Can you guys please stop parroting that pitiful excuse GGG came up with? It's getting old. As symban said in the post before mine, using the good old "wait-server" as he puts it network model would solve every desync-related problem this game has, while still making it server sided so it can't be hacked. The only downside is that you would have a teeny tiny delay (less than 1/10 of a second for most players) before each action, which is not even a problem since it's incredibly easy to get used to. Unlike desync.

This was a very serious mistake by GGG, to think that they knew better than everyone else when they decided which network model they would use, and it's one that sooner or later they'll have to fix. And I hope for the game's health that it's sooner rather than later.


And even if this wasn't possible, and the only option was to make it client sided... I would still rather have hackers than this horrible desync.


First of all, it's a f2pgame where as LoL and DoTa er some of the most played times atm. You can't compared them, due to the money difference they have to pump into it + it's also not an ARPG, where you're not getting tons of shit thrown at you 24/7, plus it has to factor in things like objects on the ground :P

And fyi, LoL servers have been the worst since Nerw Year, so don't say they go unscaved too :)
Really? Desync is a problem in this game? I never knew.


OP raises a point which has never before been raised on this forum.
Closed beta member since: March 19, 2012
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f3rret wrote:
Really? Desync is a problem in this game? I never knew.


OP raises a point which has never before been raised on this forum.


Oh good. I was afraid I'd be rehashing the same ol' problem and then people would be super mad that it was being broached again! You have put my fears to rest!

Once again, the problem manifests at a point that it is a true burden in a league such as Invasion. It is already meant to be difficult as hell on it's own, with bosses being random and seeing incremental updates and upgrades to abilities. The power creep has been noticeable (Granitecrush, for instance, went from being a boss with a large health pool and okay DPS to a huge health pool and the ability to one-shot players with universal max resists at any point in the leveling proces). In a league that is supposed to test the competency and reflexes of the players, the added burden of an ill-timed desync has led and will continue to lead to issues for players. Chris wanted this to be a league in which death was pretty much guaranteed for everyone, where people couldn't farm hardcore content to their heart's content. That's fine, and the playerbase welcomed it.

The desync problem remains the greatest threat to this game's long-term health, and has been the doom of previous games. I agree that comparing Path of Exile to DotA 2 and LoL is a bad decision because they are different game genres; however, looking at Diablo 3 the desync problem is so rare as to be on par with seeing a unicorn in almost any instance. Blizzard has not had the same problems concerning desyncs that GGG has had with Path of Exile.

Also, I'm still interested in finding out what hacks GGG is worried will appear in this game if they made it client-side.
Well.. desync is an issue. Yes... so why not let my processor do the calculations of movement, damage, etc.. and when the server/client is out of sync, have the local system action trump the server on the resync. its sensible and wouldnt really cause a hacking issue. Im frankly just sick to death of dying at level 78 running 64 through 66 maps.. Ive killed everything... and suddenly im at the login screen with a death penalty.. ridiculous.. and thats just standard.
Also.. don't tell me it would have to be a reworking of the entire code.. obviously my character and map still functions while desynced.. while your servers obviously are playing a different game where your mobs are elswhere and i just happen to be sitting in the middle of them doing absolutely nothing.. seems to be a reworking of just a few thousand conditional lines.. which may seem like alot.. but it's not.. make my character on my screen the accurate representation on desync.. seriously?

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