Technical solution to eliminate desync in single-player sessions

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Yep. I was (briefly) trying to write an offline skill calculator in Haskell and got pissed off trying to handle/parse that JSON object.


All you have to do is copy paste the string into your Haskell code and use the Aeson parser, it should be really easily. Here's the documentation for Haskell's Aeson parser:
http://hackage.haskell.org/package/aeson-0.6.1.0/docs/Data-Aeson-Parser.html

You'll then be able to access the entire data structure (all of the tree data) from Haskell.
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Keep in mind that devs get on average 3k a month. Each.


What currency is that in? I hope it's not USD :C.
IGN: SplitEpimorphism
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qwave wrote:
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Yep. I was (briefly) trying to write an offline skill calculator in Haskell and got pissed off trying to handle/parse that JSON object.


All you have to do is copy paste the string into your Haskell code and use the Aeson parser, it should be really easily. Here's the documentation for Haskell's Aeson parser:
http://hackage.haskell.org/package/aeson-0.6.1.0/docs/Data-Aeson-Parser.html

You'll then be able to access the entire data structure (all of the tree data) from Haskell.


Yeah, that was the plan.
IGN: SplitEpimorphism
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There is no way something like this would take 3 months. The amount of testing involved would be at least 3 months. They would have to get an entire new team to support this functionality. Keep in mind that devs get on average 3k a month. Each.


If they built the proposed solution properly, it would be reusing the exact same code that has already been tried/tested. Instead of the client making API calls to the server, it would be making those same API calls to 'itself'.

However, this system would still need extensive testing. But then again, so would any solution they implement to reduce desync.


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There is definitely a more elegant server side solution. Whatever it is requires time to implement and test. People often forget the amount of time needed for testing. Just because something is developed does not mean it's ready to go!


Like ive said in previous posts, there is a very finite number of solutions to the desync problem in computer science / physics. I don't believe they have many other options to minimize desync without making significant sacrifices.



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Maybe GGG could provide some transparency here and give some updates as to how they are going with the desync issue (they are DEFINITELY working on it).


They have been 'working on it' forever. I believe they have hit a technical barrier, and I am offering a solution to overcome this barrier.



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Keep in mind that devs get on average 3k a month. Each.


Their salary has nothing to do with the time it takes to implement a feasible solution to desync. I believe my proposal is cost-effective because it will reduce server costs and provide numerous critical features to the game client.
Last edited by qwave#5074 on Nov 18, 2013, 3:16:03 AM
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syrioforel wrote:
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Keep in mind that devs get on average 3k a month. Each.


What currency is that in? I hope it's not USD :C.


NZD.
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Baxta wrote:
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syrioforel wrote:
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Keep in mind that devs get on average 3k a month. Each.


What currency is that in? I hope it's not USD :C.


NZD.


Ouch. I hope things are cheaper in NZ.
IGN: SplitEpimorphism
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qwave wrote:


If they built the proposed solution properly, it would be reusing the exact same code that has already been tried/tested. Instead of the client making API calls to the server, it would be making those same API calls to 'itself'.

However, this system would still need extensive testing. But then again, so would any solution they implement to reduce desync.


There is no "itself" A full client side installation doesn't exist. It would have to be developed. Once again, only single player would benefit.

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Like ive said in previous posts, there is a very finite number of solutions to the desync problem in computer science / physics. I don't believe they have many other options to minimize desync without making significant sacrifices.


Other ARPGS can manage to deal with desync without having a full single player install client side, PoE can too. They are a relatively small team and this could be an infrastructure issue.


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They have been 'working on it' forever. I believe they have hit a technical barrier, and I am offering a solution to overcome this barrier.


It's a tricky issue. Considering the speed they come out with fixes, I think it's a bit harsh to start doubting them now.
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qwave wrote:


Their salary has nothing to do with the time it takes to implement a feasible solution to desync. I believe my proposal is cost-effective because it will reduce server costs and provide numerous critical features to the game client.


I wasn't talking about time taken. More devs = less time = more cost.

Your solution to develop, test and maintain is not cost effective. Not even close.
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There is no "itself" A full client side installation doesn't exist. It would have to be developed. Once again, only single player would benefit.


I'm not sure what you mean by this. The proposal would move very little code from the server to the client, enabling the client to perform certain calculations. The size of such a patch would likely be under a megabyte. This is because this proposal does not involve any assets.


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Other ARPGS can manage to deal with desync without having a full single player install client side, PoE can too. They are a relatively small team and this could be an infrastructure issue.


This has nothing to do with the size of the team. And again, im not saying that the game should be 'single player'. I'm saying that the game client should be able to perform many of the calculations that the server is responsible for.


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It's a tricky issue. Considering the speed they come out with fixes, I think it's a bit harsh to start doubting them now.


Fixing balance issues is one thing, I do not believe they can fix desync unless they approach it with a solution like this.
Last edited by qwave#5074 on Nov 18, 2013, 3:19:48 AM
Diablo 3 can pause the game when you're solo, going full on multiplayer if someone else joins. While it may not be exactly this method, it's of a similar fashion. Hell, people also get their own loot drops that nobody else can see.

It sounds technically possible. But yeah, it still wouldn't resolve the desync problem getting us killed if we party, and going solo later in the game without a stellar build/gear is kind of suicide.

2 years with zero change to the desync problem. It's about time for one.
I don't mean to sound rude, but I can't help the way people interpret my words.

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