Technical solution to eliminate desync in single-player sessions
" Heh. A bit of an exaggeration but often true. We can all agree desynch is bad, but there are methods for a PLAYER to reduce desynch as well. I dont believe anyone has really mentioned it in this thread yet so: 1) dont attempt to run past mobs in confined areas, especially doorways. 2) dont click directly on mobs, shift click in front of them yet outside the radius which would cause the mob display to popup Just these 2 simple things can reduce desynch in single player by over 99%. My latest nemesis character has made it to level 83 with around 150-200 hours play time(first character in the league so no twinking). I have experienced desynch only twice, both times while near the middle of several dozen monsters i was attempting to run through. There are also some skills and effects which are very prone to cause desynch; incinerate, most movement skills, and anything which causes knockback/stun/ or flee. 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 19, 2013, 5:11:53 AM
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Could try adding more fixed points to the maps to maybe lessen the "distance" lost between desyncs but that would also increase data flow.
Maybe doing with above with UDP could even it out? |
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Nothing like "dodging" Vaal or Brutus slams... Literally halfway across and room and dead. Ya... Dodge my ass. More like desync... Last edited by StinkFinger#4623 on Nov 19, 2013, 6:17:34 AM
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" Huh. I've ran into this before; but always assumed it failed because I was hit by something else or I playing chicken with the remains of my mana pool at the time. Someone at GGG needs to reverse engineer D3's queue because having to pause attack spamming to be sure my support skill actually goes off is really annoying. Did you ever see history portrayed as an old man with a wise brow and pulseless heart, weighing all things in the balance of reason?
Is not rather the genius of history like an eternal, imploring maiden, full of fire, with a burning heart and flaming soul, humanly warm and humanly beautiful? |
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OP has no idea what he is talking about. But nice to see some in-depth answers of developers, keep em coming!
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GGG responding to this thread was surely the right choice, but allowing it to stay that long and GGG staff constantly respnding to a dude who claims to know-it-all and even claims to know it better than those people who created PoE? ... *facepalm*
GGG please go back to work instead of wasting your precious time on this thread @OP i respect your passion and I am sure you have some talents. But you should know when to stop if the Devs tell you, that you are wrong. /vote for close Live Stream: https://www.twitch.tv/menthur Twitter: https://twitter.com/CMenthur Last edited by exorzist#2945 on Nov 19, 2013, 7:21:35 AM
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" Why am I not surprised to see you voting to close the pretty much only quality thread in GD for a long time. Thanks Rhys for giving more detail about PoE's network architecture. Thanks OP for actually making constructive suggestions compared to the souls who claim that OP talks merely out of his ass. Hope that we can read more in the near future! |
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Thanks to the OP for making this thread.
Thanks to the Dev for taking the time to answer. Desynch is a plague, a lot of us are glad to see that it's not being ignored. Hopefully, you will find a way to minimize it! Cheer. |
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OP may be a tool but there is no denying this is an issue that needs to be brought into the forefront and be made a priority by GGG. The fact that it has been around but largely ignored is not good and GGG is definitely underestimating the scale and effect of this problem by not having it addressed proficiently. It would be sad if de-sync ruined a game, but in this game's case it's bad enough and on a wide enough scale that it could happen.
I waiting for a professional, responsible GGG response, so far all we have heard is "your wrong bros, Justmy2centz #swag." Last edited by BudRoaster#4337 on Nov 19, 2013, 12:11:47 PM
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Rhys:
" Well you actually have to follow the IEEE standard. I know that it's doable. That's the whole point of the standard. " Player actions take time to perform, so even if you predict the best action, by the time you perform the action the seed would have rerolled. I have also recommended using a cryptographic hash to make in unfeasible for bots to calculate the permutations - since everyone here is SO worried about bots! (sigh) " Again, crafting checks would occur server-side and not be involved in this proposal. " As long as snapshots are being sent quickly enough, a lapse in snapshot will indicate a disconnect and the server will continue the simulation to kill the character. " The server can use quad-trees to send portions of the map the player, it doesn't need to send the entire map. I have answered every single question / concern. So again, why can't this system be implemented? Last edited by qwave#5074 on Nov 19, 2013, 5:25:40 PM
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