Technical solution to eliminate desync in single-player sessions
" The issue is not with the exact execution of the los formula, but with its prior calls to determine the EXACT positions of 2 things. Which if off even by a pixel results in a catastrophic cascade of desynch. Which comes down to the precise implementation of server validation in your proposal. If the server is not maintaining its own state of the game then such a thing is trivial as the client can assert the exact locations. But if the server IS maintaining states, the issue of desynch again arises. 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 20, 2013, 8:47:46 AM
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Tantabobo, virtually every RPG out there performs similar combat calculations. If these were expensive, then RPGs would require massive hardware. The truth is, RPGs perform very few calculations compared to games like RTSs.
Try calculating the paths of 5000 units on a map, now that's taxing. Calculating the next critical strike? Not so much. |
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SkyCore, we're 70 pages into this thread and you still don't understand even the most basic principles of the system. I am completely floored, seriously. It's like you don't even want to try to understand.
Why do you continually post on this thread if you're not interested in understanding the proposal from the get-go? Last edited by qwave#5074 on Nov 20, 2013, 8:52:12 AM
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" You can not use what another game does as a basis for what this game does. Unless you can demonstrate that the underlying engine is the same. Otherwise you are comparing apples to oranges. Last edited by Tantabobo#6200 on Nov 20, 2013, 8:52:03 AM
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Tantabobo: The mathematics for all of these things are in plain text on the wiki. Go see for yourself. You can put them into your calculator and verify them. They are all simple.
PoE's combat algorithms have been documented for a long time. The devs themselves have declared many of them as well. Last edited by qwave#5074 on Nov 20, 2013, 8:53:35 AM
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" After such remarks were thrown in by the opposition and OP ignored them most the time in a pretty stoic manner. How about you make constructive suggestions based on what Rhys said instead? |
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" I'd like to thank the devs for talking through the issues with us, rather than just ignore us which is a viable alternative. :P I am not going to tell you guys how to do your job, that would be insulting to your collective intelligence, however, something of interest to me is duping. I duped a few items in D2 when a friend told me how, mostly to test it (because I didn't believe him at the time) and because I was surprised that duping could exist. While my own experience in programming is hobby level, I did MUD level C coding for years back in the day. I am surprised duping is a problem in this day. Objects were disposable in MUDs, probably similar to ARPGs because of the volume of objects created. Every time you pick something up, trade it, drop it, the process involves creating and destroying objects, the only thing that exchanged were object values but there was no actual 'moving' of objects. I am not sure if this process has evolved over the years or not, it doesn't sound like it has. The problem with D2 was that items were being created in parallel to the destruction, as far as I could tell from an end-user perspective and it was sensitive to latency and multi-threading weaknesses in the code when it comes to verifying the object has been destroyed before re-creating it somewhere else. I think MMOs learned a lot from MUD experiences with multi-threading and database management, but ARPG seem to still suffer from the same issues. I am not sure why MMOs can prevent duping but ARPG seem to be plagued with the same issues from decades ago. | |
"Yes, technically you are correct. But you consider just one case out of all possibilities out there. You can prove something wrong using a counter example, but You can never prove something right basing on several correct examples. It's just very odd, that both clients see equally desync'ed game state far too often to simply be considered a coincidence. What really amuses me here, that in your previous post you stated that you think two clients see the same game state comes from similar game client code and similar data. " And now you state an example of how this similarity can also happen while having different input data. This shows You actually make blind guesses then retract your arguments later. Two clients being pretty well sync'ed together while both being desync'ed from server is highly unlikely to be a simple coincidence like your recent example. This just happens far too often. |
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" 'Your system' has changed 150 times over the course of 70 pages. I suggest that each time you revise 'your system' you post COMPLETE detailed information about its current design. 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
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" You are correct. Item duping frequently occurs as a 'race condition' due to poor managed locks and mutexes involved with multi-threading or distributed computing. Duping is rarely a problem nowadays because game developers are more aware of the conditions that cause it. |
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