What is Desync? (A thorough explanation)

Brilliant latency system cause me to die to brutus through a solid wall during a turbo race.

I accept death, however. But man oh man is it craptastic to have that be an element of gameplay
Thumbs up for the OP and GGG.

I'm really having fun since OB. I died many times in HC from desync as melee and now trying caster.
I noticed that I marely met hard desync than while I was playing melee.

I suppose that because of auto-following(pathfinding) function. Hard desync comes often when I lock the target and use a melee skill to a target behind ingame obstacles without holding shift key.
I understand this auto-following function (hovering mouse cursor on a target and holding on it) makes the control much easier but also think it doesn't necessarily have to be implemented as it is like now.

If this function is completely removed, a character always attenmpts to attack at current location just like when holding shift.
If a character only moves to the designated location and try to hit whether a selected target is in the skill range or not, server receives the right location where the player intended to move.

Either case, still desync can happen but at least inconsistency between server and on players screen can be minimum.

Anyways, I hope GGG won't be listening my random fancies and instead, keep throwing me into rough challenges :P
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absolutely every game that is played online has to deal with desync.


lmao!!! funny this is the only game iv ever played that had desync EVER!!!! Maybe GGG needs to fix there shit instead of bringing out new cosmetics every week.
IGN:TankyAzzNinja 91 marauder
"
Zalm wrote:
Wall of Text crits Zalm for 9999.

Zalm has fainted.



HA HA HA HA HA HA HA!!!
There can only be one Box, and that is the BOX from HELL.
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talonmas wrote:
I love how you make it sound that leveling isnt possible and yet have a level 83 char? Lol?


He's lvl 85 now actually, god only knows how.
Probably something to do with the 34 days /played on him and pure luck mitigating the ~50 desync deaths between 84 and 85. He's hung up now, though, I actually love slow progress (more than you could imagine) but there comes a point where tedium and annoyance overtakes fun.

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talonmas wrote:
The game is not meant to let you go much higher YET, so start an alt and wait for chapter 4?


I have, he's 81 and will probably hit the same wall but I expect it to be a little higher for this build. But, I do NOT agree that desync is supposed to stop you from leveling, that there is possibly the most absurd thing I have ever read.
Casually casual.

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Jihoko wrote:
I did skip a few pages, but I actually read most of the thread. The two things I took away are:

1. People take "you can never fix desync completely" to mean "IT'S HOPELESS! RUN FOR THE HILLS!!11!"

This also applies to the statement "every game has desync." People read that, and, not paying much attention to the context, assume the OP is saying "desync issues are just as extreme in every game." The reality is, as the OP explained, desync is covered up in those games better from the way they work, which gets me to #2

2. The biggest difference between PoE and D3 (and other ARPG's w/o desync) is mob/player collision. I never played D3 so correct me if I'm wrong, but is it true that mobs don't have collision w/one another? If so that would explain most of the discrepancy, and would also explain what the OP meant by "POE allows more more tactical positioning."

I'm sure there are choke-points in D3 maps, but if mobs can pass through each other they can only do so much. When there's collision, you can sit in a corner or behind a wall and be assured that only a few mobs will actually get within melee range. The easiest solution would likely be to remove collision, but I'd find that as terrible as dealing with desync every now and then.


I don't know why this point has been made and repeated ITT.

D3 mobs do indeed have collision with each other.
Hell, it was the way to progress back in original inferno as a melee for act 3.
The... leap in-IP-leap-charge out was replaced by funneling as soon as you hit act 3.
Casually casual.

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soranamae wrote:
Your explanation on how it works is right, but the comparison to D3 is bullshit
Many areas in PoE are pretty open, even more so than D3, and you still desync all the time
(Such as getting charged by a Rhoa in Mud Flats)

D3 has charging mobs too, it has indoor environments with narrow corridors, where you can funnel mobs through doors, such as Act 3 Keep, it has extremely fast moving mobs, skills that hit while moving (har har Whirlwind), and where is the desync? Nowhere, it works flawlessly

So this whole idea that PoE desyncs because PoE has more "obstacles" and GGG wants to have a more tactical game is a bad excuse

Ill be the first to criticize D3 for being a failure of a sequel, but in this regard, it is miles ahead of PoE, and GGG is obviously doing something wrong


I wanted to said the same.
D3 has everything that PoE has, but the worst thing you can experience in D3 is teleporting back, when in PoE :
- you can desync and teleport forwand behind wall to room full of enemies,
- enemies can teleport randomly (Brutus is best example)
- and you can do swings and cast spells that don't hit you enemies in front of you.

Teleporting forward never should happend. It's like PoE servers are trying too hard to predict your movement and when fail to do this they are telling his client that they had right.
Collision checking should be done on client and server should agree with client when collision happens, that would solve lot of problems.

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HellFlame wrote:
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Dan1986 wrote:
Let me ask you, why have I never encountered desync in d3?


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.

You need millions of dollars if you want cinematics like Blizzard. If you want good code you need good design decision and one person who write the code.

BTW no one is talking about different situation: netcode is good but servers can handle heavy load and GGG don't want put queues here.
"slow paced games (like strategy games) do not suffer as much as games where many things go on at the same time"

Tell this to avid Starcraft players. They will laugh hard. There are more actions per minute in SC than in PoE per hour (little exaggeration). So this argument is not valid.

And SC is also not very challenging. So it has not to deal with that much of desync...Yeah sure.
DMT:

Load universe into a gun.
Aim at brain.
Fire.
Last edited by Hartbrot#3222 on Apr 7, 2013, 8:44:43 AM
This is a perfect example why forum needs voting.
I really don't have the time to read all 15 pages to search for a TL:DR summary what desync is about. I'm sure it could be explained in less than 10 sentences like "bad code/ servers are crap" whatever.

Would have been great to have a highlighted TL:DR voted up to the top.
Oh well, back to page 1 then and let's eat this wall of text
with a flu and mother of all headaches...
"Players can now smack around players who are having trouble very early on."
-Bex
My 3rd (hc) marauder died. 20 monkeys and the game went crazy. I think I will play the game again, if I can read a patch notice, which says "desync problem fixed, finally".

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