Did you remove /oos or fix desync?

"
jabi wrote:
I understand how the desync happens and I know it's a hard issue to fix. All I want to say that some people - like me - are hit by this issue so hard that we can't play at our prime time. At least we can't enjoy the fun of hardcore or progressing in cruel/merciless. It's hard because we can't know if we are in the room we see or not. Monster hit us so we can't evade/kite them and using ranged skills is impossible.

Earlier I could play the game while using /oos when needed, but for example yesterday I had to quit because it was too hard to keep alive. Until this issue is fixed I can't keep playing at evening, at all.

Ps. Kudos for you GGG anyway for this great game.

"
tritonxiv wrote:

People need to remember this is a FREE game that is STILL IN BETA..


Sorry to say, but you are wrong. If you can spend money on a game it's not free by any meter.


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.
"
Chris wrote:
/oos was removed because:

/oos allowed people to have a fight with no apparent sync problems, then type /oos and see that the corpses shift around so they complain about how bad sync is. The whole point of the prediction system we use is to be a little out of sync in order to hide latency.


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
"
anubite wrote:


But POE isn't a FPS. How many FPS games do you know let there exist up to 12 player-clients and up to 100 or more NPC-clients?


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.

"
In a map several times the size (in coordinates) of most 32-server FPS games? Coding for a FPS and coding for RPG are different things; if 100 monsters attack at once with projectile attacks, we now need to network 100 projectile entities.


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.

"
Politely, I must inform you, "You don't know shit." Stop making assumptions about coding when it's clear to me you have no experience doing it.


Yeah I do, actually. Given your brilliant example above, you probably shouldn't be insulting others quite yet.

"
As for why GGG implemented this kind of architecture - that's a moot quesiton (They aren't going to-rewrite their entire network code from scratch) - but the reason why they did is BECAUSE not everyone lives in a 1st world country with 40 ms ping. GGG is a small company which can only afford a small number of server clusters, so 200-300 ms needs to be acceptable. They ALSO chose the current implementation of sync because there are no NZ servers; THEY PLAY THE GAME THEMSELVES AT 200+ MS. If POE were designed like LOL, they couldn't even play their own game!


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.
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
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.
"
genericacc wrote:
3) They will not implement aggressive compensation, ever, because you should miss due to desync issues.


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.
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
Spoiler
"
Damien_GGG wrote:
Hi guys,

the team are well aware of the desync issue and have paths to pursue to deal with it. However, as many of you are aware, we are still a small indie team and we've just hit a major milestone in our development - Open Beta - which brings with it a myriad of new and greater issues and learnings that take a lot more time and resource.

Our priority must be the stability of the servers that serve the game to you. Our top guys are focused on this for the time being - which means that for the most part the only topics they can dive into on the forum are either those that they can drop into with a single comment or, if they're typing a larger spiel, those that are to do with the issue they are currently dealing with. That means that Chris and Jonathan, who are probably the best guys to talk about this issue, are busy. And desync requires more than a passing comment.

Chris has a lot to say on desync but he's going to need time - first to coordinate the approach we're going to take and secondly to write up the explanation that some people require to understand the issue better. For now, thanks to the many issues we are now dealing with day-to-day, we need Chris to be focused on the bigger picture - ensuring there's a game running 24/7.

So that leaves us lesser mortals to discuss desync for now!

For those who don't know me, I'm a mere nut on a cog in the great machine that is Grinding Gear Games - my area is the video (trailers, microtransactions) and voice acting - and my knowledge of PoE desync comes from a recent conversation with Chris. As I've stated, he'll have a deeper, better explanation of what's going on sometime in the near future. For now, here's what I've gleaned from talking to Chris.

One of the first things people should understand about desync is that it is NOT a bug - it's a term for the completely natural phenomenon of the client (your game on your PC) getting out of sync with the server. This means ALL online games have to deal with the issue in one of the various ways they may choose to do so. Many of those upset about the desync issue point out that they play other online games that don't behave in the same way. Please note, these games DO have to deal with desync as well, but some of them a) have a gameplay model that mitigates the desync issue or b) have efficiencies of code that we will also be working on as soon as we can focus our primary resource on it.

We've opted for one approach to maintaining sync for what we believe are good reasons given our gameplay model and specific requirements (we want you to miss sometimes...) There are other options open to us but there are many considerations to weigh up. Without going into the detail (because I'll leave it to Chris and also because I just don't know it!) one of the various options open to us will result in more rubberbanding, quicker, and could very likely lead to an increase in complaints even though the game is technically 'more in sync'.

One of the better known ARPGs out there deals with desync in a way that we believe contributes to the lack of challenge in the game (you pretty much ALWAYS hit). We want to deal with desync in a way that does not compromise our dedication to making Path of Exile a challenging game for gamers and this is not as easy as it may seem.

I'm sorry that some of you are so upset by the desync problem that you don't want to play anymore. For those with the patience to hold out for a little longer - we'll be dealing with it as soon as we can! But please don't think we're sitting around doing nothing or ignoring your complaints. Desync is certainly one of the bigger issues on our plate and will be dealt with in the fullness of time.

We also have plans to bring behind the scenes content to you soon so you can see what we're dealing with and so we can talk directly to the big issues on camera. It is my aim with the behind-the-scenes content to prove the "indie" in our name and to let you see more of how we work in the effort to defuse some of the anger out there from people who think we're intentionally ignoring them or intending to 'hurt' their gameplay experience - the truth is quite different guys!

Thank you for your understanding and patience!


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
"
genericacc wrote:
"
anubite wrote:


But POE isn't a FPS. How many FPS games do you know let there exist up to 12 player-clients and up to 100 or more NPC-clients?


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.

"
In a map several times the size (in coordinates) of most 32-server FPS games? Coding for a FPS and coding for RPG are different things; if 100 monsters attack at once with projectile attacks, we now need to network 100 projectile entities.


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.

"
Politely, I must inform you, "You don't know shit." Stop making assumptions about coding when it's clear to me you have no experience doing it.


Yeah I do, actually. Given your brilliant example above, you probably shouldn't be insulting others quite yet.

"
As for why GGG implemented this kind of architecture - that's a moot quesiton (They aren't going to-rewrite their entire network code from scratch) - but the reason why they did is BECAUSE not everyone lives in a 1st world country with 40 ms ping. GGG is a small company which can only afford a small number of server clusters, so 200-300 ms needs to be acceptable. They ALSO chose the current implementation of sync because there are no NZ servers; THEY PLAY THE GAME THEMSELVES AT 200+ MS. If POE were designed like LOL, they couldn't even play their own game!


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.


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
"
Jcap wrote:
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.


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?

"
He said that the possibility of missing is increasing desync issues.


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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