Did you remove /oos or fix desync?

"
Vraarz wrote:
Desync is crazy atm.

Using quicksilver flask puts me usually half screen aways from the position i see on my screen.
And it doesnt happen once or twice per map,it happens every time i use flask and touch wall.

I use 3 trap gems and the traps are flying from half screen away almost every time,i use 3-4 portal scrolls on harder maps to get synced.
Its much much worse than what it used to be.


To be honest I haven't had an issue for awhile really on this, though I am sure prime-time and the growing player base is also causing this a bit.
If you think I care what you think, you need more of a life than I do.
Yes, desyncs have been pretty bad today. I was leveling a new character and nearly got killed 4 times because of desync in Act 1 Normal. Not counting all those times when I threw a Fire Trap and it went someplace weird or various other annoyances. Brutus was particularly bad. How can such a large and slow moving creature desync so much? "You thought you were strafing me, but I was in a completely different position than was shown on your screen and you were actually running straight away from me server-side" *yoink*.

@Stinkfinger:

From what I've gathered, most games use one of two netcodes. Netcode 1 requires server-side confirmation to move, which allows everything to stay in sync much better, but causes delays in actions for people that have high pings. Netcode 2 is what Coaster Man is talking about and it allows people to move without requiring server-side confirmation, which keeps the game more playable for people with high ping but results in more desync problems, basically sacrificing sync for high ping playability.

They went with Netcode 2. I can only assume it's because they thought at one point that they'd be hosting the servers for this game from New Zealand and that the game wouldn't be playable otherwise. Most companies choose Netcode 1 and then get around the problems with ping by putting up servers in different locations.

So yeah, they "decided to go completely against what 99% of the companies that make online games have done in the last 10 years".

Even with the less synchronized netcode, I wouldn't expect there to be this much desync, especially because I have a ping of 50-60ms according to F1.

It's nice that they put /oos back in for now.
Last edited by StarlightGamer#6805 on Feb 15, 2013, 4:40:23 PM
Noob question, but what exactly does /oos do? Someone told me they put it back in, I typed it and nothing happens. Do you actually have to be desyned for it to do anything?
I get pretty bad desync the majority of the time I'm playing, it's really unfortunate - but I'm on Default so death isn't such a big deal.

I'm willing to play and deal with desync for now, but I really do hope it'll be dealt with (as best it can) soon 'cos I imagine on the higher difficulties it'll be terrible.
Pelerin of Wraeclast
"
StarlightGamer wrote:
Yes, desyncs have been pretty bad today. I was leveling a new character and nearly got killed 4 times because of desync in Act 1 Normal. Not counting all those times when I threw a Fire Trap and it went someplace weird or various other annoyances. Brutus was particularly bad. How can such a large and slow moving creature desync so much? "You thought you were strafing me, but I was in a completely different position than was shown on your screen and you were actually running straight away from me server-side" *yoink*.

@Stinkfinger:

From what I've gathered, most games use one of two netcodes. Netcode 1 requires server-side confirmation to move, which allows everything to stay in sync much better, but causes delays in actions for people that have high pings. Netcode 2 is what Coaster Man is talking about and it allows people to move without requiring server-side confirmation, which keeps the game more playable for people with high ping but results in more desync problems, basically sacrificing sync for high ping playability.

They went with Netcode 2. I can only assume it's because they thought at one point that they'd be hosting the servers for this game from New Zealand and that the game wouldn't be playable otherwise. Most companies choose Netcode 1 and then get around the problems with ping by putting up servers in different locations.

So yeah, they "decided to go completely against what 99% of the companies that make online games have done in the last 10 years".

Even with the less synchronized netcode, I wouldn't expect there to be this much desync, especially because I have a ping of 50-60ms according to F1.

It's nice that they put /oos back in for now.


That's an interesting read...

And ya, I'd have to agree, I wouldn't have thought it would be this bad either.

But from my experience playing games online for what might be 15ish years now, I don't think I've ever experienced desyncs this bad or frequent in any game I've played in that period of time.

And I've played ALOT of games...

I honestly don't understand how some people can play through it without frustration... The only thing I can think of is, the people who think everything is "ok" are the people who always play games with 350+ ping, because that must mask these desyncs.

lol
"
StarlightGamer wrote:

@Stinkfinger:

From what I've gathered, most games use one of two netcodes. Netcode 1 requires server-side confirmation to move, which allows everything to stay in sync much better, but causes delays in actions for people that have high pings. Netcode 2 is what Coaster Man is talking about and it allows people to move without requiring server-side confirmation, which keeps the game more playable for people with high ping but results in more desync problems, basically sacrificing sync for high ping playability.

They went with Netcode 2. I can only assume it's because they thought at one point that they'd be hosting the servers for this game from New Zealand and that the game wouldn't be playable otherwise. Most companies choose Netcode 1 and then get around the problems with ping by putting up servers in different locations.

So yeah, they "decided to go completely against what 99% of the companies that make online games have done in the last 10 years".

Even with the less synchronized netcode, I wouldn't expect there to be this much desync, especially because I have a ping of 50-60ms according to F1.

It's nice that they put /oos back in for now.


You have no clue why GGG made the choice and like a sulking child you choose to make your own negative assumption for them. The devs have replied in this thread and the tone of their reply suggests they have the opposite attitude to what you've suggested. They're trying something different, like they have with other systems in and around the game. Their option to use x variation and unique take on Netcode 2 is beyond any comment from unknowing scrubs like you and I because we have NO IDEA what they've actually done until they tell us definitively, which, according to the earlier reply, Chris will do soon. Some people love the sound of their own voice and flawed, poorly thought out theories.
IGN: ScrubcoreRulezBitch
Alt: HardcorePwnsScrubcore
Last edited by mkmaddage#1774 on Feb 19, 2013, 4:29:13 AM
"
StinkFinger wrote:
"
StarlightGamer wrote:
Yes, desyncs have been pretty bad today. I was leveling a new character and nearly got killed 4 times because of desync in Act 1 Normal. Not counting all those times when I threw a Fire Trap and it went someplace weird or various other annoyances. Brutus was particularly bad. How can such a large and slow moving creature desync so much? "You thought you were strafing me, but I was in a completely different position than was shown on your screen and you were actually running straight away from me server-side" *yoink*.

@Stinkfinger:

From what I've gathered, most games use one of two netcodes. Netcode 1 requires server-side confirmation to move, which allows everything to stay in sync much better, but causes delays in actions for people that have high pings. Netcode 2 is what Coaster Man is talking about and it allows people to move without requiring server-side confirmation, which keeps the game more playable for people with high ping but results in more desync problems, basically sacrificing sync for high ping playability.

They went with Netcode 2. I can only assume it's because they thought at one point that they'd be hosting the servers for this game from New Zealand and that the game wouldn't be playable otherwise. Most companies choose Netcode 1 and then get around the problems with ping by putting up servers in different locations.

So yeah, they "decided to go completely against what 99% of the companies that make online games have done in the last 10 years".

Even with the less synchronized netcode, I wouldn't expect there to be this much desync, especially because I have a ping of 50-60ms according to F1.

It's nice that they put /oos back in for now.


That's an interesting read...

And ya, I'd have to agree, I wouldn't have thought it would be this bad either.

But from my experience playing games online for what might be 15ish years now, I don't think I've ever experienced desyncs this bad or frequent in any game I've played in that period of time.

And I've played ALOT of games...

I honestly don't understand how some people can play through it without frustration... The only thing I can think of is, the people who think everything is "ok" are the people who always play games with 350+ ping, because that must mask these desyncs.



Some people can play through it without frustration because they're not whining bitches who spend more time sulking about desync than anything else. If only you would actually go play another game and leave off the whining.
IGN: ScrubcoreRulezBitch
Alt: HardcorePwnsScrubcore
"
Some people can play through it without frustration because they're not whining bitches who spend more time sulking about desync than anything else. If only you would actually go play another game and leave off the whining.


Yes, the people who are frustrated that the information the game is giving them is incorrect are just whiny, and by calling them whiny you in no way make yourself out to be a pissy little shit. /sarcasm

Just because you haven't been having severe problems doesn't mean other people aren't, and you are contributing literally nothing by bitching about the people pointing out a serious flaw in the game.
"
Herianden wrote:
"
Some people can play through it without frustration because they're not whining bitches who spend more time sulking about desync than anything else. If only you would actually go play another game and leave off the whining.


Yes, the people who are frustrated that the information the game is giving them is incorrect are just whiny, and by calling them whiny you in no way make yourself out to be a pissy little shit. /sarcasm

Just because you haven't been having severe problems doesn't mean other people aren't, and you are contributing literally nothing by bitching about the people pointing out a serious flaw in the game.


^ the problem with trying to quote someone's point of view/angle/approach after reading one comment.

Shut up, Herianden - you're a douche who's missing half the story.
IGN: ScrubcoreRulezBitch
Alt: HardcorePwnsScrubcore

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