Client-server Action Synchronisation
" That's an interesting idea. Players could even be given an explicit option, which would be cool. The whole idea doesn't sound feasible to implement though. |
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"I died twice in the races to stupid desynch near vaal while he did smash. Nothing stunned me, I wasn't frozen. My position on server just doesn't changed. So its doesn't matter, you can die with both net sync models. alt art shop view-thread/1195695
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While a ping of 50ms = 0.001 x 50 = 0.05 sec
Even a horrible ping of 200ms = 0.2 sec I mean, how is it unplayable of GGG goes for option 2? Has it even been tested? Last edited by Startkabels#3733 on Apr 21, 2014, 6:29:30 AM
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so we are going to keep the same a bit better (supposedly if it works)
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" What you are talking about here is a d3 like system. Notice how d3 has much less desync problems. Its because they designed the game to be easy to stop it happening. D2 doesnt do this, because its all client side not client/server side. d2's solution would be horrible because the game would be so hackable that it wouldnt be worth playing anymore likewise d3's system feels good but the game is boring - tactically skilless and just out and out casual. The 3rd way is PoE's way. The game feels clunkier, has issues with desync but the environment is much more appropriate to the way you play. Narrow corridoors and doorways can be used to your advantage etc. They can improve some of these things such as positionings, but please GGG do not listen to this guy and change the game we love purely to minimise desync. You can get it as good as you can and we have to put up with it, you HAVE chosen the best way. |
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" Well that's discussable. I agree with you that the current approach is better than option 1 for sure, but I'm not convinced that it was a better idea than option 2. That also depends on all the reasons involved in not choosing option 2, for example financial concerns. I wouldn't switch to opinion 2 anymore, because of the overhaul Last edited by Startkabels#3733 on Apr 21, 2014, 7:05:28 AM
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" The problem with ping is that while it may be 50ms for 99% of the time there will come a time when you suddenly have an issue and it becomes 1000ms for a few seconds. Then you're fucked. Right now, the response time is minimilly affected by lag in this way. When you change it to what you're proposing, desync stops being the issue and lag becomes the problem. Have you ever noticed in town sometimes you will be putting things in the stash. On occasion there is a very noticable delay. Due to circumstance ping cannot stay at 50 constantly forever, you will have issues sometimes and id much rather have a mostly controllable issue like desync than a completely uncotrollable one like a random lag spike kill my character |
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User-experience feedback on your potential solutions.
" How do you think this will affect readability? I could see it going both ways - likely we'll pay a lot more attention to where monsters are swinging as a way to check sync. On the other hand, there's a lot of reactivity lost. Not even going to ask how you'll handle kiting. " HELL NO. This is #1 way a lot of us figure out when we're badly desynced. No no no no no. Don't do it. It may be acceptable in conjunction with change #1 above, but I'm going to say just don't do either of them. " To the first point - if there's data on how often non-player entities get desynced in this fashion, that'll be the most useful. Assuming you can specify a range for "near". Can you maybe call up a full /oos if the player takes a hit from something that's half a screen away? Rather than us doing it manually, by macro or otherwise. " Not sure how that works. Is the combat efficiency change noticeable? " Which is realistically no different from when any of us uses /oos, unless I'm badly mistaken. " Definitely going to be fixed as soon as you figure out how, right? " I'm all in favour of this. How to make a build: http://www.pathofexile.com/forum/view-thread/510084
Current guides: N/A |
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Latency is not directly proportional to desync. Latency creates the window within which desync can occur (and there is always a window, because latency is never 0ms). This doesn't necessarily mean it will occur. This is also why certain situations — narrow doorways, monster skills with a high chance to stun/freeze/chill/move the player character — cause a lot more desync than other situations, even if the other situations have far more latency; it's because the window is being tested a lot harder in the former situation than the latter.
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.
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" Except with desync, you are fucked too. With 1000ms ping, the desyncs make the game as unplayable as with 1 sec delay. On the standard 40-150 ping, the game experience would be improved. What is this.. 4th account? Here since May 2012. Switching to another account for this ladder Last edited by Freesland2#5325 on Apr 21, 2014, 7:09:24 AM
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