Did you remove /oos or fix desync?
" Nobody is forcing you to spend money on the game, so its up to you if its free to play or not. So its a free to play game until you decide to spend money on it, THEN its not free to play. |
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" Though I appreciate you and Damien taking the time to address the issue this statement concerns me somewhat. The syncing issues over the last week have been absolutely horrendous it's not merely people seeing corpses move. I didn't want to make a macro that typed /oos for me. The games constant and potentially very dangerous desyncs caused me to make it. Almost EVERY fight with a pack of monsters there would be a mob or multiple mobs in a pack that ended up displaying in a false location. In fact you didn't even have to be moving or fighting to see a mob desync, it happens frequently just when they try to go through doorways. You'll see them walk out, waddle around, and then mysteriously pop back into the other room. I contend that in the GGG dev teams undoubtedly overworked state how bad this issue actually is has slipped under the radar a bit. And in my personal opinion to not make it a very big priority is a huge mistake. What's more important than it? Server stability? I would rather see the servers down an entire day and know that this is being put into the forefront. Not fixable in a day? that's probably true, i don't mind seeing it down a day a week until this issue is fixed. Keep in mind I would imagine the problem is "under reported" too, you're average player isn't going to think of it as desyncing, just lag. Picture some random guy getting his hardcore toon to 50 or 60. Is it the end game? of course not. But he's put a lot time and effort into getting it there. To see it die to a desyncing issue that's outside of his control is pretty freaking disheartening to that player and i would not blame them if they did quit. I apologize if i come off as harsh. I'm just passionately disagreeing. If you guys had made a crappy game i wouldn't care, so please take this as evidence that I enjoy it and appreciate the work you've put into it. but please please prioritize desyncing, I genuinely feel that it is worse than you think it is. Last edited by Jcap#7279 on Feb 8, 2013, 4:33:12 PM
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" Savage let you have 64 players and an undefined number of NPCs the last time I played it. Mind, in practice, the server would go down if you triggered actions from several hundred NPCs at once since it would take too long to resolve a server frame, but that only happened when we purposefully tried to see how much crap you could throw on one map before you had issues. An instance in this game, on the other hand, is capped at six players; and everything else has actions which can be predicted on both ends of the connection, seeing as how they're rather automated. Desyncs resulting from mobility skills would seem to indicate that this isn't stable when there's a sudden change in player position, though. " Projectiles don't need constant updates. A projectile with constant velocity only needs a (t_0, x_0, y_0, z_0, v_x, v_y, v_z) tuple to dictate its position across all of time in 3-space, actually, which will take 28 bytes or so per projectile using 32-bit floats. Of course, you also need a word or so to specify what the projectile type is, putting us at ... another two bytes. Nothing could possibly handle that network load. How is map size relevant here? Number of mobs maybe, but you can make quite a few helpful assumptions there. " Yeah I do, actually. Given your brilliant example above, you probably shouldn't be insulting others quite yet. " The current implementation of sync is "re-sync only when the client tries to make an illegal move" as far as I can tell. I have a healthy degree of confidence that there exists an intermediate solution somewhere, but as evidenced by the massive pile of complaints, the current solution doesn't work too well even with very low ping. 300ms isn't an acceptable ping for playing this game unless you're running a minion build that plays the game for you. |
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If anyone has played diablo 2 in a LAN setting, you would see that even a game as 'polished' as that has huge desyncing issues which aren't very apparent when playing solo.
I'm glad PoE recognizes the issue and is working towards improving it. Cheers! ign: Eshi or EshEleCleave
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Gamers nowadays are completely pathetic and spoiled little children . Have you guys forgotten that this is a COMPLETELY free game STILL in beta? Yeah yeah I don't want to hear "But they have micro-transactions so its like a real release" No one is forcing you to play this and at the same time no one is forcing you to pay.
Have you guys actually sat down and thought about what the developers are going through? Unless you're an entrepreneur or absolutely love your job you are working a measly 40 hour week and when you're done you're done..This is a 20 man band doing the work of (and I say this out of ignorance and just estimating) 40 people. Now lets think about that for a second...20 people doing the work of 40. Do you really think EVERYTHING is going to be PERFECT, INSTANTLY? You should be happy they are taking the time to post and respond to you back on the forums compared to blizzard who have THOUSANDS of workers and you're lucky if you get 1 response. I would love to know Chris, Damien and other GGG members what do your work hours look like and how much sleep are you actually getting during this stressful beta time. I'm running a small landscape contracting company pulling 70 hours a week between work and paperwork and I cannot even fathom what you guys are doing. |
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" He never said this. He said that the possibility of missing is increasing desync issues. Desync is not the intended method to cause misses. And yeah, I really hope they get it fixed because at the moment it's the worst issue in game (haven't seen server crash in days and only get DC'd one or two times a day) and it's not exactly a new issue either. |
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GGG you guys are awesome in ways I cannot explain.
To the people ripping on GGG GET A FUCKING LIFE RIP Diablo franchise
RIP Bird Lovers of Wraeclast <BLÔW> Congrats Chris & others for cashing out! I don't blame you. I'll be saving money now... unless I start making a lot more. Can't wait to see if you guys start a new studio in six years! RIP GGG |
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Spoiler
" Thanks for dropping in and taking the time to explain the situation, I'm sure many, many people appreciate it. I have plenty of desync issues myself but I enjoy the game enough to brush it off and keep playing, but I understand if it's too annoying to some - which is unfortunate. In any case, it's nice to have confirmation you're well aware of it and working on it. Also, are you the Damien who did the VO for the Marauder? :P Pelerin of Wraeclast
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" I play the game @ 300 ms perfectly fine. You also assume way too much about projectiles. Spark, for instance, has vectors that are likely predetermined, but not linear or storable in 32 bytes. And each projectile in the game is a lot more modifiable than you give credit. Projectiles can chain, fork, and pierce. Projectiles also have collision and can be obstructed by terrain. Projectiles can also have a duration. Projectiles also have an "alliance" flag - how else would they not harm allies? Projectiles can also explode (like exploding arrow). Projectiles can also bounce (spark), though not in any dynamic way yet (eventually). Projectiles can also "morph" (ice spear). Projectiles can also lose their damage over a distance (point blank). Projectiles can also "miss" a target and have their trajectory altered. There are lots of things that, at least, may not require constant updating, but are event-driven, at least (though some may be constantly updated, I don't know). Every support gem and keystone added to this game is potentially just one more thing the network needs to address constantly. With high enough attack speeds, we will be seeing players generating up to 9 or 10 projectiles, 5 to 6 times a second, against hordes of enemies who also might be generating 3 to 5 projectiles each. For instance, auras and minions are updated constantly, because the moment you take an aura/minion gem out of your equipment, they turn off - the game has to check for that almost every frame. Projectiles aren't the only thing that can grow very complex. Six summoners in a party ... against six summoners in an enemy party ... each with max minion counts? That's easily something like 250 minions and 12 players duking it out. POE instances are not capped at 6 players. You can have 2 groups of 6 players in cut-throat. POE is not a game where there are hit-scan attacks like an FPS. Networking a game like POE is non-trivial, despite your attempts to paint it as such. Finally, please, if you're going to argue with me over this, get off your alt and be a man. If you can't do that, get lost. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Feb 8, 2013, 5:14:36 PM
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" Thank you! I'm glad somebody else has noticed that. And then when you attack that mob without knowing that it's desynced, you sit there swinging. One or two attacks later, you notice you aren't hitting and it isn't responding so obviously it's desynced. But by then, your server-side self has pathed into the other room to attack the monster at its actual location and the monsters in that room have moved to surround you. And then you panic because you start taking damage from nothing and now you can't even type /oos to attempt to save your life. You just have to run around like a chicken with its head cut off popping potions and hope the server eventually decides to resync you or you manage to get lucky and escept, but sometimes it doesn't and you end up in softcore or are out a bunch of exp. I know small desyncs and desync from fast-paced combat are difficult to correct, but how does a monster that's simply pacing around idle end up so desynced that it ends up in a completely different room than its actual location? " I agree with that statement. Every single time I miss, I have to think "Was that an actual miss, or is the enemy desynced?". It would be nice to have a sound effect or animation play on a hit that connected, but was evaded. Last edited by StarlightGamer#6805 on Feb 8, 2013, 5:25:16 PM
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