Technical solution to eliminate desync in single-player sessions
(Going to bed, obligatory bump)
IGN: SplitEpimorphism
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" Unfortunately when something is developed like this, you cannot simply "move some code" from a server side solution in order to create a client side solution. There is a mountain of algorithms, compatibility testing, error handling etc in between. " Their size is relative because they don't have the same amount of cash to spend on infrastructure. Client "performing calcs" is very vague. " What are you basing this on? Last edited by Baxta#3149 on Nov 18, 2013, 3:33:48 AM
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" Baby steps! I think this proposal is the first major step that will dramatically reduce some of the problems with desync. I know of some techniques to reduce desync in multiplayer/party play, but I believe it's significantly more complicated and not a 'low hanging fruit' like this proposal offers. Perhaps going solo in late game without stellar gear would be significantly more possible without worrying about lag and desync. |
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The Only fix for desync; to to have offline play enabled, toons can never interact online. why isn't this done? well probably because its much easier for 3rd parties to reverse engineer the games code, which may (would) lead to more hacking and such. key word is easier.
so the question remains... why isn't it done. |
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" Well, they kinda claimed this themselves with their past explanation of where the desync derives from in this game. Kinda dig the suggestion, I would however propose to stress out in the OP that only combat related calculations should be affected by this technical solution. Also the ideas concerning hardcore death abuses should be included. If a developer decides to look into this thread, I doubt he'll have the time at his hands to fully review the complete thread. Last edited by Nightmare90#4217 on Nov 18, 2013, 3:40:23 AM
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" The nature of the proposed changes primarily involve calculations involving combat, pathing, and map generation. This type of code is not as volatile as you suggest if they've followed good design patterns, and should not introduce a 'mountain of issues'. " I'm basing it on my experiences as senior software architect. From the get-go, I have stated that I am not an expert on this particular topic, but I am offering whatever knowledge I can in order to help facilitate a solution. I think this is far more constructive than complaining that a problem exists. |
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" I'll modify the main post to include the answer to hardcore deaths and combat calculations. |
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" yeah , not happening , God Mode on top kek
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" You obviously didn't read/understand the post. If you use a hack of any kind, the server would detect it and ban you. |
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OP, you seem to firm that knowing the deterministic sequence of numbers cannot be used to gain advantage. I do not agree, but I may be misunderstanding what you mean by it. If you could, please demonstrate some sample logs using a sequence.
My stand on it
Too risky. As long as a piece of deterministic information is given to the client, it can be used, no matter how obscure it is. The safest is by doing all calculations server side. I need more purple titles
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