Has GGG given official word on if they'll fix desync?

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Gobla wrote:

1. Predictions client-side do not open any exploits at all. If they opened up exploits they wouldn't be predictions. That's why it's a prediction, it's predicting what's happening server-side, it's not determining what's happening server-side. A prediction can not, by definition, open up an exploit.

2. An entirely different networking model would fix it while having equal protections against exploits and hacks as the current model. A model that waits for the server, used in pretty much every MOBA which often feature many of the same mechanics (including chance to hit, stuns, evasion, block etc.) PoE has. Now this model has other downsides (quality of play reduces greatly with higher pings) but the sad part is that each of those downsides is also present in PoE frankly horrible implementation of the client-side prediction model. PoE also becomes very much a pain to play with pings above 200, just like the alternative.

Desync itself can't be fixed in the current networking model, there are alternatives that are widely used in other games that don't suffer from desync but do suffer from high pings.

PoE's implementation of this networking model unfortunately suffers from both desync AND high pings. It's literally the worst of both worlds right now.

Yeah that's the nonsense I was talking about maybe you were the one making that stupid thread.

You think you know how it works but you don't.
Nothing to see here.
Yeah, I have word from GGG.
They said they won't fix desync because it makes the game more hardcore and they also find the flood of desync whine threads amusing.

Spoiler
Seriously - GGG know desync's an issue and even though they're not able to completely fix it, I'm sure they're working on it. In fact I don't have desync issues very often these days and this is playing over a 47% signal strength wlan. To think GGG (or someone at GGG) aren't working on it is folly. Hint: The people redesigning Ground Slam or making MTX are not the people who could work on the netcode.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
i'm sure better servers would make it better but the reason we desync so much is because they made this game to rely heavily on the server side, not trusting the client side as much (cuz of cheaters).

so it's kind of a trade off... more oos pressing, vs cheaters having their way more.

i'm sure like all people doing a big job a mistake or two was made in developing their network stuff for this game and it's not perfect, but overall i do believe the desync is mainly cuz they chose to setup against client side cheaters more.

that mentality keeps me from making oos a gigantic issue. I expect only minor fixes in the future on this oos thing, though POE 2 should be a lot better, cuz GGG must have learned by now it's better to let some geeks cheat, than make a ton of people annoyed with oos.
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Wurps wrote:
It's at the point where it's too annoying to hit my /oos every 3 seconds just to hit something that was secretly on the opposite side of me completely or in another room, or when monsters are pouring out of an opening to rush me, except they aren't actually there and I'm wasting my time attacking clientside monsters while they're meandering around off-screen in reality.

It currently appears as if they're completely ignoring it to me, I hope this isn't true, is there anyone who has some word from a GGG employee about it?


Nothing since last year before the launch and it sounded close then, i did make a thread a few weeks back asking but no answer.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
Why would they fix something when they have a bunch of forum warriors defending everything broken about this game?

Seriously, Path of Exile is the only game where I have to download a 3rd party program to resync myself manually every 5 seconds. This is a joke. First time in my life I use auto hotkey, just to be able to play this game without going crazy.

But hurr durr, desync is unfixable, every game has desync, good netcode is a myth! Remember Quake Arena where you had to bind "oos" to some button and press it every time you bunny hop around the corner? Oh wait, you didn't have to do that. In fact, I don't even think they've made a "resync" command in that game, like GGG did in PoE. Maybe because it wasn't a problem unless you have insane ping? Oh, and you know these other fast-paced games that work just fine, without people on forums posting about horrible desync every week? But what do I know, I believe everything GGG says!
Last edited by dspair#3915 on Apr 4, 2014, 11:18:47 AM
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lagwin1980 wrote:


Nothing since last year before the launch and it sounded close then, i did make a thread a few weeks back asking but no answer.


First of all, you're kinda dumb for expecting a direct reply from GGG on stuff like that.

Secondly, maybe it sounded close to launch, because then they were optimistic and didn't know the extend of the problem.

Now they got a better idea of the extend of the problem and now they're less optimistic.
Just accept that it's probably gonna take months if not years for the desync to be significantly improved.

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dspair wrote:
Why would they fix something when they have a bunch of forum warriors defending everything broken about this game?

Seriously, Path of Exile is the only game where I have to download a 3rd party program to resync myself manually every 5 seconds. This is a joke. First time in my life I use auto hotkey, just to be able to play this game without going crazy.

But hurr durr, desync is unfixable, every game has desync, good netcode is a myth! Remember Quake Arena where you had to bind "oos" to some button and press it every time you bunny hop around the corner? Oh wait, you didn't have to do that. In fact, I don't even think they've made a "resync" command in that game, like GGG did in PoE. Maybe because it wasn't a problem unless you have insane ping? Oh, and you know these other fast-paced games that work just fine, without people on forums posting about horrible desync every week? But what do I know, I believe everything GGG says!


Nobody is defending desync, buddy, we all hate it. We're also just realists that know that you do not magically rewrite several years worth of code in a single afternoon.
Also Quake Arena and most other online FPS have plenty of desync. Have you ever been facestabbed by a spy in TF2 or hit by a railgun shot behind a wall in Q3A? That's desync my friend, and those servers aren't even handling thousands on concurrent players, they got at most 32 players to keep track of at any given time.
Closed beta member since: March 19, 2012
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lagwin1980 wrote:
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Wurps wrote:
It's at the point where it's too annoying to hit my /oos every 3 seconds just to hit something that was secretly on the opposite side of me completely or in another room, or when monsters are pouring out of an opening to rush me, except they aren't actually there and I'm wasting my time attacking clientside monsters while they're meandering around off-screen in reality.

It currently appears as if they're completely ignoring it to me, I hope this isn't true, is there anyone who has some word from a GGG employee about it?


Nothing since last year before the launch and it sounded close then, i did make a thread a few weeks back asking but no answer.


They've made statements after release too(about improving the netcode). Last one I remember was made in January.
Last edited by kasub#2910 on Apr 4, 2014, 11:30:25 AM
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f3rret wrote:
Also Quake Arena and most other online FPS have plenty of desync. Have you ever been facestabbed by a spy in TF2 or hit by a railgun shot behind a wall in Q3A?

Still miles better than this. In a polished game it's a rare occasion, in PoE it's a constant "shot behind a wall".

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That's desync my friend, and those servers aren't even handling thousands on concurrent players, they got at most 32 players to keep track of at any given time.

Party in Path of Exile = 6 people max, it's not a MMO, although it feels like one (sadly). So just 6 players in an instance and a group of monsters around them.
And yes, there is a lot of these instances, but we have desync not because servers are overloaded, I assure you that.

I don't know why I bother, GGG doesn't care, they make "joke" microtransactions that cost money and don't fix anything. I just hope "Path of Exile 2" won't be a mess like the first game. See ya.
Last edited by dspair#3915 on Apr 4, 2014, 12:00:50 PM
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dspair wrote:
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f3rret wrote:
Also Quake Arena and most other online FPS have plenty of desync. Have you ever been facestabbed by a spy in TF2 or hit by a railgun shot behind a wall in Q3A?

Still miles better than this. In a polished game it's a rare occasion, in PoE it's a constant "shot behind a wall".

"
That's desync my friend, and those servers aren't even handling thousands on concurrent players, they got at most 32 players to keep track of at any given time.

Party in Path of Exile = 6 people max, it's not a MMO, although it feels like one (sadly). So just 6 players in an instance and a group of monsters around them.
And yes, there is a lot of these instances, but we have desync not because servers are overloaded, I assure you that.


Path of Exile happens on a single server (Well a farm of them, but they're operating as one), meaning one point has to handle all the work for the server.
For a TF2 or Q3A game, you have several servers in several different places, and those servers (individually) don't even have to handle 10% of the work the PoE server does.

I mean think about it, what does the PoE server have to handle?
It has to handle:
Map generation for all connected players.
Monster AI and movement for all connected players.
Race and ladder stats for all players in near real-time.
Character stats for all connected players.
Stashes and Guild stashes for all connected players.
Microtransactions and payment processing for all users.
This Forum
This website
Interface between this website and the game data base.
Random generation of items
Random generation of maps


And it probably has to handle way more stuff as well. A server for and FPS has to handle:

1 map at a time
The locations of at most 32 players
The location of any non-hit scan projectiles moving along highly predicable paths.
Instant hitscan based bullet hits.


Point being, an FPS game is a lot simpler and more predictable than a game with PoE where you can have multiple moving objects on the screen at the same time.
Closed beta member since: March 19, 2012
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f3rret wrote:
I mean think about it, what does the PoE server have to handle?
It has to handle:
Map generation for all connected players.
Monster AI and movement for all connected players.
Race and ladder stats for all players in near real-time.
Character stats for all connected players.
Stashes and Guild stashes for all connected players.
Microtransactions and payment processing for all users.
This Forum
This website
Interface between this website and the game data base.
Random generation of items
Random generation of maps

Yes, one server handles both forum and game instances. LOL.
People have no idea what they are talking about and yet continue to defend GGG. I'm done here.
Last edited by dspair#3915 on Apr 4, 2014, 12:19:16 PM

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