What is Desync? (A thorough explanation)
" I'm not sure we should thank deteego INSTEAD of the OP, but deteego just explained things a lot better on why the desync occurs as far as technical issues go. I'm a self trained IT professional that hasn't specialized in what I've supported to this point (servers, workstations, network equipment, etc. Mostly small and medium businesses to this point) so I'm a jack of all trades without a lot of real time application support experience. Most of the stuff I have to deal with, other than one job where I supported remote call center agents on thin clients, can simply request the packets get resent, etc. Please familiarize yourself with the Greater Internet Fuckwad Theory (GIFT) - http://www.penny-arcade.com/comic/2004/03/19
Realize that the only part of the equation you can affect in the GIFT is the audience. Remove the audience and the trolls merely rant at the air. |
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This post should get stickied. I see a LOT of people wondering as to what is causing desynchronisation in PoE, when not bluntly asserting misinformed affirmations. I believe this leads to more frustration than is necessary, and a lot of answers can be found in the OP here.
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deteego's posts are certainly interesting and I understand the issue at hand better now.
I suppose it's unfortunate though that a good solution to the issue seems unlikely as GGG would apparently have to redo the entire infrastructure |
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" Well i think its more a fine tuning situation. They need to improve their interpolation algorithms, pathfinding and AI decision making system and that takes time. |
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Let me ask you, why have I never encountered desync in d3?
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
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" Because they have millions and millions of dollars and highly experienced programmers and i think he mentioned it in the first post what tricks they use. |
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" Everyone, you know what must be done. Money --> GGG IGN: Steelmage
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Though I dislike D3 (played it for about two weeks before uninstalling it) I don't see how such choices have to be called "tricks". They sound like logical decisions given the limitations of an online game and the objective of making gameplay fluid.
GGG decisions, on the other hand, seem much less clear. After having chosen a netcode that would be prone to complete, random desyncs, why chose to pile up ever faster mobs in a cluttered maze-like environment with collision detection ? Why did they implement such small hitboxes for melee attacks if positions can't be accuratyely assessed ? Why go for 1-hit kills mechanics if such hits happen through technical reasons and are out of control of the player ? And why top it off with massive XP loss ? Having "hardcore", tactical gameplay as a design goal is fine and laudable, but you cannot simply ignore tech limitations, especially those of your own making. That is, unless you have decided from the start that negative consequences to the player's experience are a valid tradeoff for keeping your game "tough". Which would perfectly go with the devs remark "we want you to miss sometimes". |
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This thread makes me sad. :(
Thanks, OP, for explaining things. But all I can take from the post, and from the thread (thanks also deteego) is that.. 1) HC will never be an option for me. 2) Doing any content that is itself challenging and rewarding in ilvl gear progression, will be done remaining at or around 0% XP. 3) Any character lvl progression can only be done in content so low that it has the absolute minimal chance of killing me, which means -20+ lvls, which becomes a face roll for the majority of play, but results in such slow progression that even 20-30 hours of /played can still be wiped out by a 'ported into room full of mobs' desync/erroneous resync. And this...can not and will not ever change. /sadface. Casually casual.
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" Oh dear. I've just taken the time to assess the situation I am in personally, as far as progression and the affects of desync. I'm currently playing a lvl 83 character on default, HC is completely out of the question, sync is so out for me. I've hit the point now where XP gains v probability of death from desync/resync error/porting into sure death, has tipped into the realm of impossible. As an example, if we take Docks as a 'safest you can get' area. 83-84 XP req = 1,189,918,242 Single full Docks clear = 158,501 # of Docks clears for 83-84 = 7507 # of Docks clears for 15% of 83-84 = 1126 Now, even though Docks is relatively safe, the probability of a death to lmp voidbearers due to sync issues (for me with the sync issues I have) in 1126 runs is pretty big, thus the XP net gain would likely be negative. (not that it would even be considered to lvl this way). When it comes to maps, while I haven't done the math (as it is very subjective and variable) lvl 66 maps are relatively safe while not augmented but still produce XP at a rate which is below what is required to 'outdo' the probability of death from sync issues. I've only managed to get maps as high as lvl 73, while the XP gain in these maps was comparably massive compared to, say, a lvl 66 map, the probability of surviving a desync port-to-a-room-full-of-mobs which happens more than once per 15% of a lvl even at lvl 73 map XP gains, makes it doubtful that any net gain would be possible. What really makes the point, however, is that in order to maintain a stock of maps, so as to be able to continue progression, the maps simply must be augmented, at least to 2 prop magic. Any doubt that progression is not possible in white maps is gone with the need to maintain map stock and thus run magic/rare maps. Please note, this is with the sync issues I (and i'm sure many others) have, those who don't have these sync issues as bad can obviously progress. I'm really sad to say, I can't carry on with this game. Love it as much as I do. Thanks for an (almost) awesome game, GGG. Such a shame this legacy issue/problem, design decision, whatever, will forever be the thorn in the side of PoE. :( Casually casual.
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