Technical solution to eliminate desync in single-player sessions

Your proposal has been understood and rejected with reasons provided. You need to learn to accept that. You went from being a guy with an idea to a nuisance. You need to know that your idea was appreciated... it was. You need to know that you were considered... you were. But now you're just beating a dead horse.
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Your proposal has been understood


Yeah? Then why does 95% of the community suggest that client-side hacks can compromise the game?
So all this super complicated talk about simulation states on client and server and everything in between all boils down to the fact that very tight control to prevent cheating (or bots like D3) is causing the desync. If we want less desync we have to give up on zero ways to cheat.

Sigh! I guess it's human nature to want to game the system or in this case game a game and make it easier to gain material wealth. That should be a red flag to GGG telling them that the drop rates for the important crafting orbs are way too low. But the truth of all this is what the hardcore players have been saying all along. GGG is making this arpg their way and only modifying PoE to fix bugs or when a suggestion comes along that they like or worst of all nerf a clever build that they deem as too OP.

I can excuse GGG for a lot because they have the guts to make PoE Free-To-Play and are living or dieing by the quality of PoE and players desires to see it succeed by making microtransactions. But ignoring suggestions when there is a large enough voice (the SFL threads and tomb easily comes to mind) or failing to hit the Goldilocks target (not to hard, not to soft) for the majority of players will cause GGG to fall off their tight rope they are walking on. Blizzard fell off their tight rope last year (executive greed to make money outweighed devs desires to make D3 a great successor to D2) and severely hurt the Diablo franchise with the way they created D3 and the Inferno wall that made progress all but impossible without succumbing to the dark side and using the AH to gear up for Inferno difficulty.

I sure hope that GGG can financially survive when "Reaper of Souls" comes out next year. I used to think back in my beta PoE play "I hope PoE doesn't become so wildly successful that they get bought out by a big game company (like Vivendi) and then get ruined by corporate greed" (like D3) but now a year later I'm just hoping that GGG can fix some of the glaring faults in PoE (crafting) before it's too late and the wave of success they are currently riding crashes on the beach or to put it in their own words of Captain Fairgrave get "stuck fast in the filthy mud of Wraeclast" and die.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
I just noticed Rhys' recent reply to the thread:

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Rhys wrote:
qwave has suggested a radical change to our core game systems. The concept is not impossible, I think, but it isn't really feasible. It's simply too big of a change. It also has some security concerns. But it was fun to think about and discuss.



That's all that needs to be said. But I feel that any 'desync solution' is going to require a radial change to their core game systems. I've done my best, tsolution that GGG does not have the resources to resolve desync. I guess it couldn't hurt to keep this thread open in case anyone has some counter-arguments for Rhys, especially since everyone in the community is an expert on the topic.

Perhaps I will summon the patience to make a sequel to this thread titled, "Technical solution to eliminate desync in Path of Exile". But at the end of the day, my solutions to these problems involve fundamental changes to the core of the game's network architecture.
Last edited by qwave#5074 on Nov 23, 2013, 8:10:13 AM
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qwave wrote:
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Your proposal has been understood


Yeah? Then why does 95% of the community suggest that client-side hacks can compromise the game?

Who cares what 95% say. What you should listen to is the minority whom are actually correct, that minority who has proven you wrong about the scope of what you call security. That minority whom maintains that your effort is futile. That minority whom reminds you time and time again that it is not your decision on what to imp.
For the forth time( i think) your imagination is limited if you cannot envision potential exploits.
In order to achieve a viable and practical game there would have to be even more compromises which i have not stated as it would only encourage you further. These compromises included at LEAST doubling the server side processing and increasing network traffic by an unknowable amount.
And ultimately the inescapable truth of the situation is that it is all well beyond your power. Only GGG can make the decision to launch a costly rewrite of the game. And they have time and time again responded with an unequivocal no. They will not compromise the integrity of the game in this manner.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
Last edited by SkyCore#2413 on Nov 23, 2013, 8:11:33 AM
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qwave wrote:
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Your proposal has been understood


Yeah? Then why does 95% of the community suggest that client-side hacks can compromise the game?


Because 95% of the community are idiots. If you're trying to convince them that you're right, you're not addressing the right audience. Don't try to convince them you're right... they'll just drag you down to their level and beat you with experience.
it's not because many have a wrong they're right
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qwave wrote:

Diablo 3 performs all of the attack calculations on the client-side. This is why the game feels responsive and does not suffer from constant desync. Try 'hacking' it all you want, Diablo 3 is secure despite having a smart game client. Just because the client can perform combat calculations does not imply that the server does not provide a secure layer to validate input/output.




Right, so secure, this Diablo 3 client is indeed.

Wonder what's the difference between Console and PC for D3? Warden. Blizzard can be arrogant and do client-side damage calculations because it has this (spyware) software to prevent cheating, not through some magical serverside verification done via "deterministic seeds". Take away Warden and cheats abound, as we can see from the ton of console cheaters for D3.
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Right, so secure, this Diablo 3 client is indeed.


This is due to a failure to implement proper server-side detection. Speed hack can only be thwarted by the server performing a check on the character's position over time. Every single example here further illustrates my point that security must happen on the server, not on the client. It has nothing to do with Warden, because all client-side 'security' can be circumvented, therefore it is not needed. Warden provides an illusion of security - all that matters is server-side validation.
Last edited by qwave#5074 on Nov 23, 2013, 8:57:38 AM
I broke my self-imposed policy of not replying to qwave. See what happened.

Right, I ain't arguing with idiots, as previously stated they drag you down to your level and beat you with experience.

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