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

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sidtherat написал:
desync is a result of adopting and adapting predictive model as a way of mitigate server strain and ease communication payload

it is more or less SOUND idea. but this idea a) has to be properly implemented b) has drawbacks - desync and crap AI (AI cannot be really good/smart/dynamic because it then stops being predictive enough

it has NOTHING to do with dupes and cheating. this is short and cheap answer targeted at the gullible and not tech savvy enough

ggg tells us that current model allows accuracy/evasion system but any other system allows them too. there are massively popular and successful games with 30 players in session that use similar mechanics (world of tanks) - theyve adopted thin client architecture. ggg told us that it makes gamers feel 'not right' when they experience slight (<50ms) lag - and thats why theyve adopted lag-free (yeah..) desync-prone predictive model. fun fact: most professional FPS games are absolutely smooth and competitive at 150ms ping with pure/no-predict protocols. and these ARE damn faster than poe

but the truth is that playing world of tanks with full teams of around 30 people you feel NO LAG at all as long as your ping is less than 80-100ms. and before anyone tells 'but it is a slow game' - play one for one hour and get back to us and repeat it.

but what would happen with players with 200ms ping? they lag already AND desync..

it can be done. other games have done it. comparing it to d3 is cheap way out - theyve made technical decisions and implemented them. ggg made technical decision and left it half-baked. combat experience in d3 is unsurpassed. combat experience in poe is.. clunky and desync-prone

on topic - desync is a problem. it is something outside player control, something that will get you killed and something that if it kills you - feels really cheap. and for a game with such incredible potential - it is a very sad thing

sad because there were so many your sportsmen with 'incredible potential'. most of them never really managed to live up to them


nuff more to say.

+1
My forray into the competitive community for this game ended when I grew tired of desync issues. Coincidentally that's when I was willing to spend money on stash tabs etc. and am no longer willing to do that, but it doesn't mean I don't enjoy playing the game casually. That's why I think they are in fact losing money because of desync issues.

Its not to say that it means nobody will buy microtransactions, I'm sure there are some people who don't care either way.
I spend Money in the Past, and i will spend more.

1. I hope it will give them the Money they need to "fix" it.
2. I hope my QQ about desync will be better adressed with a fatter Forum Support title. (lol :) )

sad, but true
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Boem написал:


I am actually quite happy that you can pretty effectively combat desync. But that is my personal opinion, i am not saying "YEAY love deynsc need some more". Just saying since it is in the game, it would be a tragedy if there was nothing you could do against it. Luckily there are some methods.


I have the same attitude towards it. Got myself a /oos script and never looked back. Once you learn the tells of when you are desynched and that in combination with the script its pretty much a non-issue. I've literally never died due to desynch. Never died to DC or game crashing either for that matter. There's really no reason to not be using /oos script nowadays. It sure as hell beats dying to desynch and then crying on forums imo.
aka Sogonzo
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sidtherat написал:
desync is a result of adopting and adapting predictive model as a way of mitigate server strain and ease communication payload


DingDingDingDingDing we have a winner!

The other points were quite salient (especially about adopting the World of Tanks model and the BS we're given as to why GGG chose not to do it), but this is really the crux of the issue.

Instead of having each server send each client a full gamestate update every second, GGG opted for a system that involves relatively little information being sent back and forth. In fact, if you were to read the desynch manifest, some of the ideas they were considering implementing involved resynching with the client more often. It seems to me these rather simple adjustments (resynching one second after extreme entropy instead of five seconds, for example) have still yet to be implemented, likely because it would drive the server maintenance costs up.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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gonzo30 написал:
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Boem написал:


I am actually quite happy that you can pretty effectively combat desync. But that is my personal opinion, i am not saying "YEAY love deynsc need some more". Just saying since it is in the game, it would be a tragedy if there was nothing you could do against it. Luckily there are some methods.


I have the same attitude towards it. Got myself a /oos script and never looked back. Once you learn the tells of when you are desynched and that in combination with the script its pretty much a non-issue. I've literally never died due to desynch. Never died to DC or game crashing either for that matter. There's really no reason to not be using /oos script nowadays. It sure as hell beats dying to desynch and then crying on forums imo.


Ever think that some don't know how to write a script for desync? Also having your character re positioned every 10 seconds is not fun either.

You think it's "crying" but tell me how this game is supposed to improve without letting the dev's know about problems that exist? Yeah, just be quiet and don't say anything and watch more and more people leave the game because of on-going issues that the dev's probably wont ever fix. Come on now. Admitting everything is perfect when it's not and then calling others "qq'ers" for addressing such issues, will ultimately be the downfall.
I realize that there's a culture in gaming of calling criticism 'whining' or 'crying', but the attitude of sweeping the dirt under the rug in defense of developers has really got to stop. 'Combatting dsync' is immersion breaking to the 'nth degree. If developers aren't going for immersion then they probably would be making phone app games because there's a lot more money in it.

Some people like to say its the 'vocal minority' when it comes to issues like this, which is a poor defense. If an issue is large enough and effects enough people, the majority won't come to whine about it day after day, they will just stop playing. The people who do, believe it or not, are people just like you who like the game and want to see it succeed, with one caveat; their enjoyment is being heavily impeded.

Unless your enjoyment of the game hinges on nobody criticising a widespread problem on a forum, then you should take a more tempered approach.
Is DESYNC - really - that much of a problem? Really?

My dead hardcore characters say yes.

I play from Australia and in the past have had to put up with adjusting gameplay for the reason of absolutely criminal latency.

Now I have an Australian server and have to put up with criminal desync..... And just for the record,I prefer latency to to desync.
Yes, IMO Desync is that much of a problem - it's my biggest, if not my ONLY problem with the game.
Pelerin of Wraeclast
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Thorien_Kell написал:
If I would be a newbie that wants to asses the game and community and lurk on a forums by day or two I would get the impression that desync is really big, major problem that plagues this game,


Yes. You would get that impression. Guess why? Many people feel that way.

Look, frankly, you have no idea what you're talking about.You're making up all these ridiculous situations - play on wireless. Lousy provider. Flicker striker. Well, I have a rock-solid rig. I have top-level internet access in a major metropolitan area. And desync is still a major, and constant, problem. (And I'm playing a fairly plodding melee character, not a flicker striker. I don't even bother to leap slam most of the time because of... that's right.

You know what? I had a whole thing to say, but... then I reread your post. Fanboys gonna fanboy. You actually admit the problem that you're supposedly arguing against. I'm just going to let your own post speak for me...

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Thorien_Kell написал:

I rarely get bothered or even killed by desync.

Sometimes even days pass without some major incident, whit just a hints of desync. Yes it can happen that it causes your death, rarely (but if you're lvl 99 HC guy that "rarely" can be too much)


If this game had a box, you wouldn't want that quote on the back of it, would you? And you're the one saying desync ISN'T a problem.

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