Horrible lag in PoE only... offline mode
Servers are hella cheap so that can't be the issue. The BS GGG feeds us about their game being so unique that there has to be lag is just BS. It's a shame too because everyone I know that used to play quit because of lag. I quit for a couple months but decided the game is just too awesome not to play. Which it is. Still no excuse for this lag. With GGGs free to play policy, one of the best I've seen since LoLs, insane depth and kick ass gameplay this game could easily be top 10 with millions of players.
|
![]() |
" Yep. What I thought from the start. Evidently one mechanic of not hitting is worth millions to GGG. Shame. |
![]() |
Offline mode for a multiplayer free to play game? I think that defeats the purpose of trying to make money. Maybe if they released and offline only retail version that could never be tied to your online account. Even then, would it be worth it for them?
|
![]() |
Built desync into the game on PURPOSE?
It's not going away? Surely you are joking... why would anyone willing add this to the game... surely i'm being trolled =/ Im going to read up on this desync 'feature' seems like the dumbest thing i've ever heard of. At least give a way to disable it until it is fixed. I really hope this free-2-play/online-only fad dies away soon, when will developers get it thru their head... not every game needs to be online and if so make an offline version too. This looks like yet another game ruined by the f2p/online-only fad... sigh. I'm not rich by any means but i'd gladly pay even up to $100 for an offline version of this game because the core gameplay is so fun, but just so completely and utterly ruined by desync. Literally every battle desyncs... if it was once every 10 minutes or so it would be tolerable, but once every 30 seconds... unplayable mess. If this desync isn't going away then thats a damn shame, and i hope they come to their sense and add an offline mode or someone finds away to hack it and make it offline, or someone develops a game with a similar idea but with proper netcode.... Just so frustrated, finally a game i really enjoy and it seems it is ruined from the get go! |
![]() |
" Bad netcode for a multiplayer online game seems to defeat the purpose of trying to make money even more. I'd pay for an offline version. I'm not going to pay for a pointless pet in an unplayable and laggy game and i'm not sure there are many people who will. |
![]() |
I think GGG's reason for not including an offline mode is because that would open the floodgates for cheaters. Basically, if you have an offline mode, then the client needs to have every information available. This in turns means that people can study how the game is programmed. That knowledge can then be used to create hacks for online mode.
|
![]() |
I doubt anyone thinks an unplayable game is a compromise because people might cheat.
If you can't write bullet proof netcode then don't attempt to make an online only game. Anyway after dying like 5 times in a row due to desync I just deleted the game. Maybe a year from now I will see if they've fixed it. Was fun while it lasted. |
![]() |
" The mechanic GGG built into the game that causes the deync is something as simple as "not hitting". Can you imagine that. It's completely true. They don't want you to hit everytime and they don't want monsters to hit everytime. That is the source of 95% of the de sync in this game. Yes it's on PURPOSE! |
![]() |
Didn't read not because it was too long, but because no reasoning you can give will change what I have to say.
Devs have already said there will not be an offline mode. Currently much of the game which could potentially be modified in order to gain an advantage (maphack, trainer, any hack really) is server-side, and you have to access to the code to learn how to do anything with it. To have an offline mode, all info would have to be client side, or else it wouldn't be able to work. This will NOT happen, ever. " Desync is in the game for the same reason; the info of where monsters are and where you are/what you're doing is server-side. The game, however, in order to feel smooth, was designed so that you can make an input on the client and it responds IMMEDIATELY. Without this, the game would feel very slow. Desync is a result of the client doing what you tell it, but something happening on the server in the split second you make the action that makes that action impossible. The server takes a few seconds to realize that you're actually not where you should be, and fixes it for you. That is what you witness as "desync": you/the enemies' position being fixed. i too fas fo youuuuuuu Последняя редакция: Duskbane#4733. Время: 5 июл. 2013 г., 15:14:18
|
![]() |
Uh. :/
|
![]() |