I really want to take PoE seriously

"
Noobshock wrote:
I haven't played for a little while mainly cause I'm just waiting for the next big content update, not having friends who happen to play PoE (the rest of the story may hazard a guess as to why). So I log on, I'm doing some quest in A3 merciless, getting the decanter spiritus I think.

I find a rare strongbox, ID it, it has: 2000% increased rarity, firestorm, curses you, and some other shit I forget which.

I open it and immediately pop a quicksilver and run away. I'm quickly out of harm's way and happily start to turn around to face the mass of monsters when POOF! Rubberbanded right back in the middle of the group. I start taking a shitload of damage but I pop my potions, and manage to get out again (I'm playing a pretty frail Shadow) and POOF! Rubberbanded right back in the middle a SECOND time. So I try to make my THIRD escape now while popping whatever's left of my potions and various things to stay alive. I am about to make it out when POOF! Rubberbanded a THIRD fucking time. And then I die.

No, my connection wasn't having any particular trouble at the time. The game does this at least once a half hour and that's when I'm having a lucky day.

In conclusion:
[Removed by Support]


Yeah if that happens once every 30 minutes there is definitely something wrong with your connection
"
Startkabels wrote:
Yeah if that happens once every 30 minutes there is definitely something wrong with your connection

Why do you comment on things you know nothing about?
"Of course we balance knowing players will Alt-F4 out of there."
- Qarl
"
Startkabels wrote:

Yeah if that happens once every 30 minutes there is definitely something wrong with your connection


Any time you try to move through a dense mob pack, good chance that the client is seeing a viable path that the server isn't. It's a flaw in the game, not a connection problem. His problem was in thinking that his screen was showing the actual game, rather than using an ability that can work regardless of the accuracy of the game's presentation.
No. Calm down. Learn to enjoy losing.
"
b15h09 wrote:

Any time you try to move through a dense mob pack, good chance that the client is seeing a viable path that the server isn't. It's a flaw in the game, not a connection problem.


Here's my question then, why not rebalance the size of mob packs. Why is the game throwing tons of shit at me if it can't even handle communicating the sum of this information back and forth somehow?

Seems like a classic case of wanting to build something grandiose (big fights with tons of mobs and "wow factor" skill) on a matchstick foundation (prediction model that can't handle it).
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The current implementation is just not responsible or sound.

Either you rework the approach to client/server interaction (which GGG pretty much refuses to do so far), or you reduce the amount of data being processed to make sure your prediction model doesn't look like a random "oops mybad" piece of shit on recurrent occasions every session.
Path of PEW PEW PEW PEW PEW PEW
"
Noobshock wrote:
"
b15h09 wrote:

Any time you try to move through a dense mob pack, good chance that the client is seeing a viable path that the server isn't. It's a flaw in the game, not a connection problem.


Here's my question then, why not rebalance the size of mob packs. Why is the game throwing tons of shit at me if it can't even handle communicating the sum of this information back and forth somehow?

Seems like a classic case of wanting to build something grandiose (big fights with tons of mobs and "wow factor" skill) on a matchstick foundation (prediction model that can't handle it).


It's because it can handle communicating the information, but network latency means that you're always seeing a slightly delayed view in the best of cases. It seems that pathfinding is handled clientside, so you can begin to move instantly, but the pathfinding algo is seeing a viable route that will be rejected as invalid serverside (not to mention the AI is probably moving the monsters a bit differently client:server). And it's not even an issue of mob density specifically, it's just compounded by it. A simple rock will desync you, just because your location when you click is slightly different than where the server recognizes you.

Basically, it seems that client side works as a fuzzy system, where the server acts as the hard, clearly defined system. I wish they'd give some tolerance so the client was showing the firm gameplay, and the server was just verifying that it was 'plausible' and allowing it. Yes, people would exploit it. Don't care, though. A game based on randomness isn't competitive.
No. Calm down. Learn to enjoy losing.
Last edited by b15h09#7812 on Jun 18, 2014, 8:31:34 PM
Oh right I remember now.

So the pathfinding is basically running off of incorrect information probably a pretty large chunk of the time, which therefore causes desync and rubberbands clientside, BY DESIGN, in an ACTION game. And who exactly thought this was good design again?

It's really quite sad because there is a fuckton of talent invested in this game. And then there's this prediction model which reeks of amateurism at best and makes the whole package look silly.

But hey, "the economy" is safe, so who cares rite.
Path of PEW PEW PEW PEW PEW PEW
Quoting Chris from dev manifesto here:

"
Suggesting we switch to a synchronous action model like RTS/MOBA games really isn't a good solution. I understand that RTSs/MOBAs don't have desync, but they do have lag after each and every click. When the semantic is that you're ordering a unit around, this lag is understandable, but if you *are* the unit, then it feels really terrible. Right now, our client-prediction allows users in obscure countries to play Path of Exile while under 200+ms of latency. This would be a much worse experience under that alternate action model. In addition, it'd require rewriting most of the game.


I really, really question whether minimal input lag "feels" worse than a game where you're rubberbanding 3 times in a row because the paths your client found each time don't actually exist serverside, causing you to die because the game conveys a game state which is inaccurate at all times. In MOBAs, you are the unit too. Most of them feel a lot better to play than this POS prediction model. Go play League of Legends Chris. You may not like the game, but it sure feels better to control your unit than the random shit you experience all the time in PoE.

Basically I think Chris is just giving us excuses to cover for the fact that the RTS/MOBA model requires more servers/bandwidth and therefore money, also rewriting a lot of code. You could just say the game has to desync and rubberband because they couldn't afford to build it better, it'd be more honest than that mile-long essay trying to sell us a hands-down crappy design decision.

Also, the argument that it's somehow better to have a game that's more random and broken for everyone so that "people in obscure countries" can play with low latency is hilarious.
Path of PEW PEW PEW PEW PEW PEW
Last edited by Noobshock#1666 on Jun 18, 2014, 9:06:23 PM
Get outta here dude, rubberbanding 3 times in a row every 30 seconds means there is something wrong with your connection.

This is the kind of answer that you will get when you're trying to blow desync out of proportion and start throwing around false statements.

Let me just quote myself from a random aother desync post:

"
Understandable people are getting sick of it but people should not make desync bigger as it is.

-Ruining the game
-Dying all the time because of it
-All deaths caused by desync
-Unplayable

No, no, no, no

It's annoying yes, nothing you can't overcome.

Get your shit together children and stop crying
Last edited by Startkabels#3733 on Jun 19, 2014, 8:04:59 AM
"
Noobshock wrote:
I really, really question whether minimal input lag "feels" worse than a game where you're rubberbanding 3 times in a row because the paths your client found each time don't actually exist serverside, causing you to die because the game conveys a game state which is inaccurate at all times. In MOBAs, you are the unit too. Most of them feel a lot better to play than this POS prediction model. Go play League of Legends Chris. You may not like the game, but it sure feels better to control your unit than the random shit you experience all the time in PoE.

Basically I think Chris is just giving us excuses to cover for the fact that the RTS/MOBA model requires more servers/bandwidth and therefore money, also rewriting a lot of code. You could just say the game has to desync and rubberband because they couldn't afford to build it better, it'd be more honest than that mile-long essay trying to sell us a hands-down crappy design decision.

Also, the argument that it's somehow better to have a game that's more random and broken for everyone so that "people in obscure countries" can play with low latency is hilarious.

Well said. The GGG dev team can throw out as many excuses as they want, but at the end of the day, desync is still the biggest issue that plagues PoE.

It's the #1 negative thing people notice about this game, noobs and veterans alike, and it's probably also the #1 thing that makes people quit this game. Compared to other current-gen RPGs, PoE combat simply feels jittery, buggy, and unsmooth. The desync seriously detracts from the combat in an infuriating way.

"
Startkabels wrote:
Get outta here dude, rubberbanding 3 times in a row every 30 seconds means there is something wrong with your connection.

This is the kind of answer that you will get when you're trying to blow desync out of proportion and start throwing around false statements.

It is a very normal occurrence to desync multiple times in a row when running through mobs or leapslamming/whirling past corners/barriers. It is not an issue of latency, because many people here experiencing desync are running PoE on a university T1+ connection, and still rubberband around the screen like nobody's business.

The fact that you fail to accept people can desync 3+ times in quick succession shows that you aren't even worth arguing with.
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