GGG actively avoids good solutions to desynchronization.
" I wonder if I am the only one in this thread who knows this, but it literally does this. When you get stunned, they have now as of 11.0 made it so you get resynced automatically. But seriously, people should stop complaining, the game is getting better, they are working on desync and improving it, things take time, and the game is still far better than the lag I experienced in the other ARPG's I have ever played |
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Missing an attack because a dice roll says you did is so archaic. I wish games would do away with it already.
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Couldn't you as a player provide some of the movement speed solution? Just lower your run speed and temp chains the monsters?
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" Every experience I have had today says otherwise. :P " This game uses an entropy system that doesn't roll a dice for dodging. If you have a 95% dodge chance, you will only get hit by every 20th attack. " Reducing build variety by forcing players to take their own preventative measured against desynch isn't best for the game. But yes, I do not use movement speed boots anymore to reduce desynch. |
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" How fast would you say it was when you were doing consecutrive vaults, with tactical advantage, and backup plan, with a very high discipline pool? Myself, I could practically lap the whole of Vault of the Assassin doing that. BAMF, BAMF, BAMF. No rubber-banding. I can't sway why, but I can say: none. This is a lot higher than a 55% move speed bonus. A real lot. |
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Like Courageous, I built a Demon Hunter entirely around the concept of always having Tactical Advantage up and running. I actually posted a build guide about it (as Dethklok) here; there are videos.
First off, a bit of fairness; Diablo 3's netcode makes it virtually impossible to rubberband anyway. Unlike PoE, it trusts the client even less and won't even let the character move in lag situations; thus, instead of rubberbanding, you just stay still and don't act. Thus, the symptoms of lag are different. Nevertheless, Blizzard must have done something to reduce lag, because even the sluggish-response lag wasn't too big of a deal. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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now then kiwis have their own Australian Realm they should move to data to data
Games using the "wait until server responds" method (RTS and MOBA games) have much higher input latency but don't have the same sync issues that we do. They have their own class of game state synchronisation problems that we thankfully don't have to deal with. |
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" They don't have any sync issue at all, the client never displays anything that hasn't been confirmed by the server. That's also why there is so much input lag in the games. Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD |
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As a longtime BSD socket programmer who has worked on game-related netcode, I'm adding myself to the list of people who are impressed that the game runs as well as it does strictly over TCP.
I would assume that they have hybrid netcode in the works; they'd be insane to claim "release" before that's in and working reasonably well. Reviewers aren't likely to have read all the dev. manifestos and really appreciate the scope of GGG's ambition; they're more likely to savage the game after their toon dies in some apparently inexplicable way. Have modem, will travel!
Silas' Gear & Gems: http://www.pathofexile.com/forum/view-thread/426367 |
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" Not gonna bother going through patch notes. Go read them. I believe it was 11.0 but not sure, one of the recent patches literally said "You will now automatically be resynced if you are stunned. We expect this to cause more rubberbanding, but in the end reduce deaths from this significantly |
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