Development Manifesto - Desync
" If you're not a native English speaker, "remember" isn't appropriate here; "remind" would be more appropriate. If you are a native English speaker, I am the slightest bit disappointed. :D IGN: SplitEpimorphism
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I take your point, but look at it this way: Desync leads to resync but the resync puts you, as Chris says "where you're supposed to be". As Chris describes this downward spiral of desync calculations that lead to you warping across the screen into a pack of 7 monsters, games like Diablo 3 resync you backwards instead of putting you "where you're supposed to be". So in D3 you end up being in what looks like a timeloop. During this time the monster locations are held in place, so while you can take damage while you're time looping (I've died from this before), you never end up with the across the screen teleport deaths that you do in PoE.
Or look at it this way: I have a tanky templar build that requires me to be able to never miss for the sake of killing things quickly or life leeching them. I took the keystone skill that gives me 100% accuracy. I spent my points in life steal and focus on life steal gear. I've constructed a build that revolves around my ability to hit things. Desync invalidates my build by making me miss. This isn't the way you make a game. To any other developer this level of desync would be considered a fatal flaw in the game and would keep it in beta until it was fixed. This level of desync and the way it's resolved does not exist in any other game of repute. GGG continues to allow it refuses to put the fun and consistency of a solid ARPG experience above their desire to use their existing network code and desync resolution algorithms. Chris comes out, months ago, and creates a manifesto where he tries to explain to us why rubberbanding is good and why their choice to allow desync is actually a noble one. These are not the choices that quality gaming companies make. Say what you want about D3, at least Blizzard follows the most basic of all gaming development laws: fun > *. " |
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" This, in a nutshell, is why I see POE desync'ing so much worse than other arpg's. I can see their point, but the issue for me is that "hardcore" preference over less desync doesn't add to the fun of the game. Sure, it adds to the complexity of stat permutations (accuracy, stun, etc.) But actual gameplay? 0 fun added for me. The increased desync makes it less fun. I also find it incredibly hypocritical that they insist on accuracy/stuns/etc. at the expense of increased desync because they don't want to ruin the "hardcore experience", and yet they implement the ability to log off/alt+f4 to avoid death and chaining town portals to replenish flasks, while not resetting boss health. ༼ つ ◕_◕ ༽つ Give moar Power Creep Pls |
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is there a reason the server forces the client to match what occurs on the server-causing desync, rather than forcing the server to match what happens on the client (which i would assume would cause something like desync on the server rather than the client)... and if the server cant be matched to the client then obv theres some sort of modification etc...ie hacking, etc etc. i dont really understand how it all works other than what i just read...but cant something like this be coded in? would it cause more game crashes? am i just completely naive to think this is even possible?
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So basically what the manifest is saying is, they aren't going to fix it. So we have to either make a build that has a less chance of desync (generally melee have more desync), use a 3rd party program to macro a /oos to compensate, and both if you want to play hardcore.
Last edited by ZeuZLoD#0684 on Jan 20, 2014, 2:04:15 AM
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If we have to live with desync, and it looks like that's the case then my beef is with re-sync. There's no reason why anyone should have to have a macro or have to type /oos in order to "sync" things back up. If desync is here to stay in the manner in which it presents itself, then resync needs to happen much quicker, and needs to be identified by the server/client and auto corrected much better than it currently is.
Last edited by Menacetech#7194 on Jan 20, 2014, 2:17:30 AM
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They wont fix desync ever in Path of Exile. Maybe in a sequel like PoE 2 when they learned from their mistakes but not in this game. Its too expensive and too much recoding for such a small indie company.
What they could do, is change some boss encounters and redo some map generator properties. * Redo Brutus / Kole and other bosses that cause desync all the time. * Less narrow pathways and less small rooms - more space and bigger rooms in indoor dungeons. * Less unpassable terrain and urns and stuff * etc... All these changes would decrease desync and wouldnt cost GGG a fortune to fix. And at least give us some feedback about WHAT you are doing besides saying that you are "working on it". Cause since release I have seen NOTHING done yet about desync from you GGG. |
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Is there an achievement for creating a desync post or what?
"Embrace the darkness"
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Yeah I'm moving over to soft core. I'm sick of losing more xp than I'm gaining due to constant Desync, all of my deaths now are due to it.
This is a problem has been introduced to the industry by game developers, in PoEs case, because it's a free game I'm guessing it's to protect the economy from dupes made by a tiny fraction of the player base. Personally, I'd rather have a working game with a ruined economy (I don't trade anyway), than a ruined game with a working economy. I never played D2 online, so I never experienced any of the complaints people had with that. I'm a firm believer that solo players should be in a separate offline mode . It would reduce the load on the servers & maybe give the multiplayers a better experience. But noooo, game developers would rather cripple their product by basing their it on a unstable foundation that does nothing but frustrate their customers / fans. Now that my char is in higher levels, and the game moves at a faster pace, my FPS drops down to between 4 & 16 in party games even on the Australian gateway with 35-100ms. The multiplayer part of this game is out of reach, so what's the point of being online? That's my 2 cents anyway, take it or leave it Other than that, I love the game Last edited by Dj_Meltdown#0330 on Jan 20, 2014, 3:55:12 AM
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They need to add a support gem called "Desync Shield". So that everytime you get desynched you are surrounded by a damage shield for 3 seconds. Could you imagine? People that use cyclone would have a perma shield! Kinda op come to think of it.
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