ScrotieMcB vs Desync Dev Manifesto (Massive Wall Map of Text)

[mod edit - removed]
Last edited by Julia_GGG#1844 on Aug 25, 2013, 7:15:52 PM
@Anuhart

Refusal to sacrifice element X of the game, because you don't believe you have to sacrifice it to make element Y satisfactory, does not necessarily mean you're putting element X before element Y. It could mean you're trying to have both, without sacrificing either.

Me? I agree with you that fixing desync is more important than races, the economy, PvP, et cetera. Seriously. But why sacrifice those things if we don't need to?

GGG?
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Chris wrote:
Path of Exile’s economy is the most important element of the game to us. It’s why we designed it to be played exclusively online.
(Source, February 7, 2011) Perhaps originally there was some sacrifice on the desync end of things in order to improve the economy end of things, which I agree wasn't a good move on GGG's part; sacrifices of that kind aren't required and only serve to hurt the experience. But that doesn't mean things have to stay that way, nor does it mean that we need to sacrifice the economic aspects of the game in order to fix our desync problems.
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.
Last edited by ScrotieMcB#2697 on Aug 25, 2013, 7:22:16 PM
Well, you got me.

I tried to just give my shit away and apparently you don't like that idea.

...and yeah, I could just give it away in-game but that would require me downloading the latest patch.

Someone just pm me for my login info then...ridiculous
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Chris wrote:

Path of Exile’s economy is the most important element of the game to us.


That's a deeply troubling statement, coming from not only an aRPG dev, not only the lead dev of an aRPG, but the lead dev of a claimed hardcore aRPG. What chance did it have with such wayward priorities.
Casually casual.

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TheAnuhart wrote:
What chance did it have with such wayward priorities.

But he feels happy!

In all seriousness, PoE isn't dead. (Yet.)
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.
What I find most odd about the entire desync situation is that at least part of the out-of-sync monster positions are known to the client. Whether it saves them is another matter entirely, not sure about that.

The best example of this is throwing traps. Unless I'm having some serious delusions they fly at a monster's on-server position and not at it's on-screen position. Meaning I can throw a trap at a monster in front of me, watch it fly to the side of me, land in the middle of absolutely nowhere, go off and damage the monster standing in front of me and at no point does a resync occur.

At that point the client knows the monster is out of sync. It knows exactly where the monster's real position is ( the spot the trap flew at ) and it does absolutely nothing at all with that valuable information.

It's all the little things like that which baffle me, there's simply so much information client-side about whether or not things are out-of-sync to a serious degree, sometimes even information on more in-sync positions and yet absolutely nothing at all is done with that valuable information.
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
The client will also put a portal up at your character's server location, when you cast it.
But leave your character stood 2 rooms away.
Casually casual.

Last edited by TheAnuhart#4741 on Aug 25, 2013, 8:33:10 PM
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Xendran wrote:
I could make the most advanced car in the world with a system that makes it unstealable, but makes it prone to veering to the left randomly. Nobody would ever say that's a well made car. It's a shitty car, just like it's shitty netcode.


That takes the cake for the best worst analogy I've ever seen.


This thread has basically degraded to "Let's take 10 steps backward so we can take 1 step forward!"
Last edited by Septile#3881 on Aug 25, 2013, 8:41:53 PM
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Septile wrote:
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Xendran wrote:
I could make the most advanced car in the world with a system that makes it unstealable, but makes it prone to veering to the left randomly. Nobody would ever say that's a well made car. It's a shitty car, just like it's shitty netcode.


That takes the cake for the best worst analogy I've ever seen.


This thread has basically degraded to "Let's take 10 steps backward so we can take 1 step forward!"


Not my problem if other people can't compensate for inequal severity in analogies.

Product X is made. Product X has prevention for Bad thing Y, but at the cost of bad thing Z happening, which severely hinders the product and can potentially make it unusable at points, to the point where Product X is seen as terrible.

Product X in this case is the games netcode.
It's extremely easy to understand, and understanding is the only thing that matters in an analogy.
Last edited by Xendran#1127 on Aug 25, 2013, 9:25:48 PM
We all know the current implementation is ridiculous and indefensible. Can't update unit positions faster than once every 10 seconds? Come on.

I think the community has been remarkably patient and understanding these past couple years in all consideration. I look forward to the day when I can play and know where my character is actually standing instead of having to think about the other possible locations I may be every few seconds.

I am Schrödinger's ranger.

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