Why I will NOT buy a supporter pack or buy from the shop

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Fire_Kid wrote:
Tehy're doing what they can to improve desync without sacrificing core game mechanics.


Performance improvements are being sequentialy released with the next batch (in the next patch) in less than 2 weeks. They have what 20 employees? Give them some time to fix it right.

Not supporting them does not give them the means to do this, so if you want desynch fixed, they are going to need funds to make it happen. Posts like this only make the situation harder/worse. And I a member of the entitlement "generation" , yet these are still my feelings on the matter
Last edited by piperazinedream#7408 on Aug 1, 2013, 9:26:22 PM
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4phex: any game that rubberbands has sync issues. Thats what rubberbanding is. To say that no online game, or even less than 1% dont have sync issues is moronic.


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In other games I can play a 5vs5 with people from US EU ASIA, (games with heavy mechnanics) we all have a bit of delay but it's fully playable, in POE it's unplayable for many people and this can make hundreds of hours disappear without any control. You gonna say it's totally normal ?


I never say NO online game, I never say online games have no sync issues, I say (from my gaming and programming experience) that those problems, even in games which involve heavy mechanics (ie big/lots calculations) don't have lags/desynch that can ruin game experience.

In addition, in MY opinion (I don't hold the whole truth), is that the game is really unforgiving (I'm really OK with this HC mode is HC mode), in other games where there is lags it's ok because one second freeze don't make all you time invested flee away. In POE having desynch is a MASSIVE problem comparing to other online games.

And yes i'm sometime sour to see that new content, which bring even more lags/desynch problems are introduced, instead of focusing on that major issue. Personnaly this issues keep me away from playing it (I know you don't care but it's feedback), I can accept many unbalance or other problems, but knowing that my HC char can die again (ie hundreds of hours) because of this is really problematic.
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Real_Wolf wrote:
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Fusion_Power wrote:
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Fire_Kid wrote:
Tehy're doing what they can to improve desync without sacrificing core game mechanics.

They should try the method that World of Tanks does: the entire game basicly runs on the Server so there usualy don't have to be much "synced". Tanks only move when the server sayed they can move, you don't move anything, you just give the command to the server, nothing happens before the server doesn't approve. It stil can lag of course but for example you can activate an alternative "server crosshair" that always shows you exactly where you are targeting. PoE is not WoT, I know, it was just an example, neat side effect in WoT is by the way, client-side cheating/hacking is basicly impossible.

PoE really needs better workaraounds of lag-spikes (i have alot of them) and de-syncs. GGG have talented guys, they were able to make such an great game, so a little bit of netcode optimizing shouldn't be that hard task for tehm.


GGG have said why they don't do this.

And its because it results in a very terrible feel of delay and unrseponsiveness. The method they use provides a very strong feeling of responsiveness, but has a side effect of potential desync.

All been explained, and I much prefer the PoE method. D3 had the other method and it was a lagfest and impossible to play with any finesse. I would die plenty just because I couldn't use my skills, while the client is going "Hmm, not sure if you can use stealth yet", followed by "Oh, now you can use it, let me just tell the serve you want to" then "Oh, server said sorry, you were too slow and died"

So yeah, I'm sticking behind GGG for method


You should write a book - "How many lies and bullshit a fanboy can produce".

Congratulations of being in the 0,00001% from 12 millions that found D3 "imposible to play with any finesse" and you couldnt use youre skills lol.
Yea.. definitely GGG way is better. Thats why the most commont feedback about combat in POE is 'clunky'.

LFMAO.

And do WoT is not unrespnsive either (with their lame method) too - for MILLIONS of players. MILLIONS.

Geezzz.. this wolf guy is a forum clown or smth? GGG guy undercover? Each game on this planet have more superior net code and 'method' that POE. Period.

Srsly.. its the place where youre posts are starting to be grotesque and hilarious. STAHP.

Last edited by KarraKurri#7943 on Aug 2, 2013, 6:03:06 AM
I've played Diablo 3 since it was released. Yes, it also has some problems with lag and desync but not as bad as in PoE. Some skills in Diablo 3 are causing heavy de-syncs like the Whirlwind Barbarian stuff but I don't play barb at all. I see some lags when my Monk uses Tempest rush but overall, in D3 you can have VERY fast moving, alot of enemies on screen and you still have no noticable lags, I really would like to know how they manage this, I guess GGG would also like to know that :D

In PoE especialy FAST mobs cause de-syncs by themselves, these snakes for example. They often manage to pass my Bear-Traps which should be impossible actualy. Similar issues in tight areas (was also explained some time ago why this is the case ). I personaly would recommend to make such mobs in PoE slower (I'm looking at you, Piety!!! ) but I already hear the whining of the hardcore gamers that want the game as hard (and frustrating) as possible. ;)

Last edited by Fusion_Power#0294 on Aug 2, 2013, 10:00:25 AM
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NO ONE is arguing the system is perfect. Everyone has issues with desync from time to time. Some have less than others depending on how they play, their ping, their skill usage, etc. But MANY have intelligence enough to know that while it can be improved, it isn't a case of 'fixing'.


One second of desynch can make your level 90+ HC vanish, it surely doesn't need a fix, I think you hold the truth....

And when you say there is a lot of improvement, I remember Chris saying, MONTHS ago, that were to the limits of improvments, he said "we can't go faster than light". For me it means there is not much improvment possible ...

Once again lags and desynch happens in many online games, but in a such unforgiving world, it has MUCH MORE IMPACT than many of other games.

My only question/hope is : does increasing the NUMBER of servers can have a significant impact ? If GGG would answer YES, I'm pretty sure many people would donate more. Just my personnal thought.
I remember recently some people tried to cut some undersea internet cables.

Syncs to Europe went down the clanker.

Phat pipes got clogged. rerouting data (all internet data, not just POE packets) the other direction via the Pacific and Atlantic Oceans instead of via the Indian Ocean meant lag and droputs increased dramatically.

Cue QQalgowhinebots. GGG gets blamed for the desync. Becuse it's always, certainly GGG's fault for unrelated events resulting in desync.

Then GGG got a Singapore Server. Pings dropped from 300-400 to 50.

QQalgowhinebots still have their wallets firmly closed.

Solution: Supscription.
POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
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THEHORNEDRAT wrote:
I remember recently some people tried to cut some undersea internet cables.

Syncs to Europe went down the clanker.

Phat pipes got clogged. rerouting data (all internet data, not just POE packets) the other direction via the Pacific and Atlantic Oceans instead of via the Indian Ocean meant lag and droputs increased dramatically.

Cue QQalgowhinebots. GGG gets blamed for the desync. Becuse it's always, certainly GGG's fault for unrelated events resulting in desync.

Then GGG got a Singapore Server. Pings dropped from 300-400 to 50.

QQalgowhinebots still have their wallets firmly closed.

Solution: Supscription.

That is an interesting tale.

What is a QQalgowhinebot?

What is a supscription?
Remember when I won a screenshot contest and made everyone butt-hurt? Pepperidge Farm remembers.
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Fusion_Power wrote:
I've played Diablo 3 since it was released. Yes, it also has some problems with lag and desync but not as bad as in PoE. Some skills in Diablo 3 are causing heavy de-syncs like the Whirlwind Barbarian stuff but I don't play barb at all. I see some lags when my Monk uses Tempest rush but overall, in D3 you can have VERY fast moving, alot of enemies on screen and you still have no noticable lags, I really would like to know how they manage this, I guess GGG would also like to know that :D

In PoE especialy FAST mobs cause de-syncs by themselves, these snakes for example. They often manage to pass my Bear-Traps which should be impossible actualy. Similar issues in tight areas (was also explained some time ago why this is the case ). I personaly would recommend to make such mobs in PoE slower (I'm looking at you, Piety!!! ) but I already hear the whining of the hardcore gamers that want the game as hard (and frustrating) as possible. ;)



Yet another great post from the "I don't understand anything" crowd.

Seriously.

I don't mind if you disagree and feel that sync is a worse solution than delay.

But really, trying to say other games do not have this (they do), or else comparing to games that use delay instead of sync is just stupid
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4phex wrote:
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4phex: any game that rubberbands has sync issues. Thats what rubberbanding is. To say that no online game, or even less than 1% dont have sync issues is moronic.


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In other games I can play a 5vs5 with people from US EU ASIA, (games with heavy mechnanics) we all have a bit of delay but it's fully playable, in POE it's unplayable for many people and this can make hundreds of hours disappear without any control. You gonna say it's totally normal ?


I never say NO online game, I never say online games have no sync issues, I say (from my gaming and programming experience) that those problems, even in games which involve heavy mechanics (ie big/lots calculations) don't have lags/desynch that can ruin game experience.

In addition, in MY opinion (I don't hold the whole truth), is that the game is really unforgiving (I'm really OK with this HC mode is HC mode), in other games where there is lags it's ok because one second freeze don't make all you time invested flee away. In POE having desynch is a MASSIVE problem comparing to other online games.

And yes i'm sometime sour to see that new content, which bring even more lags/desynch problems are introduced, instead of focusing on that major issue. Personnaly this issues keep me away from playing it (I know you don't care but it's feedback), I can accept many unbalance or other problems, but knowing that my HC char can die again (ie hundreds of hours) because of this is really problematic.


Diablo 2 had plenty of Desync and lag. I used to hate running away from those mobs in world stone 2 (the ones that explode) and being warped back into a group of them. Teleport only seemed to make the problem worse.

Diablo 3 suffer from rubberbanding and black walls. Diablo 2 also had black walls at times.

I agree that PoE is a more difficult game, and any desync, especially when it "fixes" itself by warping you to the enemy (more often then not into the middle of a horde of enemies) isn't great, but unfortunately, because of the way they want the game to function, it comes with the territory.


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Real_Wolf wrote:

But really, trying to say other games do not have this (they do), or else comparing to games that use delay instead of sync is just stupid

Of course do other online games have these, it doesn't matter which technique is used at the end. It only counts how the game "feels" and how noticable the lags are. I don't care how GGG want to fix this, at least they should keep up and try to improve the client-server communication.

I personaly would recommend an optional offline mode (I play alone) for PoE but of cours they will not listen to me. :D

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