POE WILL BE THE NEW VANGUARD IF THEY DONT CHANGE SHIT UP
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Wow. Lots of extremely interesting conversation going on here. I'm knowledgeable enough but some of you guys have some strong experience in this field. It's been a fun read.
On topic, I personally cannot comment on how well the actual issue of desync has been handled. I've gotten (mostly) used to playing with it and understanding what I can do to minimize creating worse desync for myself. But having grown up with the many great ARPGs, it does sadden me that sometimes very simply actions can lead to problems and desync has even affected how I build my characters. However, someone in the first few pages mentioned the fact that GGG has essentially ignored our feedback by designing areas and monster mechanics that greatly aggravate desync, and I totally agree. If you can't realistically get rid of or minimize desync, at least design areas, mechanics, and monsters that don't aggravate the current problem! I saw my buddy get one shotted by a Vaal smash that literally happened half a screen away from him. And he was behind Vaal by quite a bit. We both saw it that way, but it didn't happen that way. Shortly after, Vaal teleported half a screen on top of me. If a boss that slow can Desync so poorly, they really shouldn't make one shot mechanics "a thing." Why does every Exile have to Shield Charge, Leap Slam, Whirling Blades, Cyclone, etc? Does GGG pay absolutely zero attention to the skills that cause the biggest problems? Or that multistrike Ground Slam Exile. Goddamn, every time I run into him the game basically just gives up trying to figure out what is happening. With regards to areas, why do the Imperial Gardens and Hedge Maze have to be such a clusterfrack of terrain obstructions, slim staircases, and small doorways? The Library and Sceptre aren't much better. I don't desync almost at all in the open wilderness of the first two Acts. It takes some seriously hasted monkeys and me getting cornered to even have an issue. I understand that terrain makes for interesting gameplay, but that is only when the game is functioning correctly. It worked great in Titan Quest. Here, the magic of it is lost once monsters start disappearing and reappearing, and I get moved down a staircase that I tried to Lightning Warp up. Overall, I'm both surprised at the huge amount of negative feedback, and at the same time, I'm not. Those of us with patience and a love for this game have long gotten over it. But if it is going to plague us, please... PLEASE don't design stuff with an absolute disregard for one of the game's biggest issues. Thanks, Dan Team Won Last edited by ggnorekthx#0419 on Feb 15, 2014, 6:16:46 PM
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" I've never agreed to that Chris quote. It's sad to see that they perfectly know the solution and don't want to use it only because there are people that have more than 250 ms. I don't understand the point in sacrificing every player with good latency for the sake of some players (probably in minority) that won't have a good gaming experience anyway because they will still suffer desync and even more than the others. The only winners are sad winners. I wish they could implement an option where you set your latency and the game use the best way to handle client/server communication based on that, I don't even think it would be that hard. Seriously, I would even pay for fully authoritative play... This is even more relevant when the game is supposed to last 10 years and when you consider that latency overall should decrease progressively everywhere as internet connections get better and better. I bet client-side predictions won't even exist in 10 years because latency will have become that much negligible that you won't need any lantency compensation anymore. Build of the week #2 : http://tinyurl.com/ce75gf4 Last edited by zriL#4590 on Feb 15, 2014, 7:45:11 PM
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" Actually that's the bit that makes me wonder. If the server respond time is limited to a known speed, WHY the **** do we have skills that work 10x faster than that? I mean I understand having a limit on server respond time, and not being able to improve it. But the speed game runs at, or the speed the skills perform at.. these things are %100 in GGG's control and decision. Same goes for all the clutter on the ground that makes pathing a disaster, narrow doorways and areas in general, labyrinth like areas with horrible corner edges, same for most obstacles with very small details and edges. Desynch is not a technical problem in PoE, it is by design obviously. |
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The "This does not work for Action RPGs." is such a load of horseshit that it makes me want to vomit. Games like Dota 2 are a trillion times more complex and dynamic than this and they still manage to do extremely well with that networking model. How is it then than this game can't? I have 150-250 ms all the time and I'd much, much, MUCH rather have that model than the piece of crap we have now.
Sounds to me like they made a stupid mistake and now they're too stubborn to admit it. I'd be pissed had I invested money into this game, but it's their money that's dwindling so they can do whatever the fuck they want. "Of course we balance knowing players will Alt-F4 out of there." - Qarl Last edited by Deankar#1400 on Feb 15, 2014, 8:35:17 PM
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"Nonsense. When I refer to "feedback" in the netcode sense, I'm referring only to systems where the server response to player input is automated. (/oos barely counts; I'm essentially treating it as a type of player action, on the same level as skill use, which I acknowledge is a stretch.) "I do not consider myself an expert on Diablo 2 netcode, and due to a lack of Google-searchable resources I can't even get the basics down with a quick article. However, I know Diablo 2 did not have a fully open-loop system, for one simple reason: it had desync. Not as much as PoE, granted, but it actually factored rather heavily into:
What's going on here is you're seeing a false dichotomy. I understand fully the idea that systems which tend to neglect feedback tend to rely heavily on prediction to get it right the first time (you call these open-loop systems, even in cases where there is some feedback), and that systems which tend to neglect prediction tend to rely heavily on feedback to get it right eventually (you erroneously believe these must be continuous to be closed-loop; more on that later). However, these are not mutually exclusive techniques, and it's possible to have both strong prediction and strong feedback. Note that desync is only possible in mixed systems. Pure open-loop is blissfully ignorant of any desync it may experience; pure closed-loop disregards everything which isn't feedback, so the feedback has nothing to be out of sync with. However, we can see numerous mixed systems in which desync is not nearly the problem it is in PoE. This is because the prediction and the feedback tend naturally towards the same answers... although they still have some desync, because although you get very (very) similar answers, they are not exactly the same. The trick in a mixed system, therefore, is getting feedback and prediction as close to equal robustness as possible. The base for how quickly a prediction (exponentially) diverges is based on the difference between prediction and feedback. Thus: in a mixed system, the way to improving the system is to pick whichever is performing worse — prediction or feedback — and improve the weaker one. In Path of Exile, that's actually prediction; you might resent having to send /oos as often as you do (and might even have it on macro), but you nevertheless acknowledge that it works, while PoE's predictive systems are nowhere near that level. "False. A discrete closed-loop system is still a closed-loop system; the fact feedback is no longer continuous does not mean it is no longer feedback. Here's a video of a nice discrete physical feedback system; it takes input until it reaches a particular quota, then it provides feedback. PoE's current system is a similar form of closed-loop; it waits until it reaches a particular quota of detected error, then it provides feedback. So let me lightly edit the next quote slightly to reflect what you really mean. "What you're talking about here is essentially non-stop streaming of server data to the client. Which would work. However...
Regarding UDP
This is why I'm no longer promoting a switch to UDP protocol, as some long-time forumers may recall I used to; I realized that these types of closed-loop systems are not part of the answer to desync.
"Actually no, I wouldn't. But I don't care, because it's the wrong system to use, for completely unrelated reasons. "I've never really agreed with it, either. However, over time, I've grown to agree with the decision to have the client be immediately responsive... while still thinking this particular passage does a mediocre job of explaining why it's the right choice. You don't enjoy seeing other people putting up strawmen of positions you actually hold. One good reason to use the immediate-response system is something which Chris partially addresses: it allows the game to respond immediately to player input, which is essential for mechanics-based challenges where movement is key, such as Vaal's Slam and Dominus' Touch of God; when the system works, such immediate response does in fact feel great. When reaction goes sluggish, these types of challenges instead feel like cheesy one-shots. When executed well (not saying it is currently), the immediate-response model is the way to go with these types of gameplay elements. Another good reason is economics. Good closed-loop systems require lots of network hardware, which GGG didn't have. Similarly: even if they did have the money to purchase all that extra hardware, they could save the money by skipping those purchases and put it instead into the development of more content. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Feb 16, 2014, 1:57:45 AM
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" Alright, I'll leave you to your own personal definitions of terms to suit yourself. But if at some point you take an interest in learning about feedback control systems, I'll be happy to point you to some good introductory material. Last edited by RogueMage#7621 on Feb 16, 2014, 3:27:42 AM
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"I did research on my posts during the writing process. Anyone is free to look up these definitions online; I think most everyone would agree my use of the words is closer to the truth. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Feb 16, 2014, 5:18:47 AM
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" You seem to be mixing them up quite a bit to be honest. There's several instances where you use open-loop while you seem to mean closed-loop and vice-versa. For example, you claim Diablo 2 did not have open-loop because it had desync. That's exactly the property one would expect from an open-loop system, which I take to mean you actually intended closed-loop. My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
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"No, I spoke accurately. Every time you desync-teleport in PoE, that's proof that PoE isn't an open-loop system, because if it was an open-loop the desync would never correct itself, ever. The reason it corrects is because it receives some kind of feedback from the server. When desync never corrects itself, it isn't detectable; therefore, any game with detectable desync is not open-loop. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Feb 16, 2014, 5:54:43 AM
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" Maybe this is true for PoE. But the point is that the wait for 'server response' would means that the server should send 'continuosly' all the data required to represent the game status (pure closed loop), which is impossible because of bandwidth. We would have sync issue even if actions are delayed by latency. All the discussion make here is summarized by the following questions: How much information (bit/s) the server have to give to the client in order to keep the game playable? How (and how much) can this information be reduced without a complete redesign of PoE core? And if the core can be rewritten, which is the best approach? How much bandwidth GGG can afford? Roma timezone (Italy)
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