Client-server Action Synchronisation
I've posted this in some obscure thread before, but I'll put it here since I think it's important.
Other than sync problems caused by delays, there seems to be a problem on the client side where information from the server is not interpreted correctly, or the client does something different than the server despite identical starting conditions. The most common observation of this is when enemies come at you, but aren't really there so they or the player get teleported around after desync is detected. In the case when it's an monster that gets teleported back after a resync, it's actually possible to create an infinite loop. The enemy comes at you, you attack it (hold shift so you don't get teleported around), the monster is not really there so it resyncs back after a few seconds, then it comes at you again, and repeat till infinity. Why does this happen? After a resync the player and monster positions are supposed to be identical between client and server right? So why does the thing keep coming at me on the client but not on the server? I think if you'd figure out the cause of that, it would fix a great deal of the desync people are experiencing. |
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After all this time... still no noticeable improvement to this issue. If I had known desync would still be unsolved over a year after I started playing POE, I would NEVER have given so much hard earned money in support of GGG.
I can't even begin to describe how sad and disappointed I am. Such a wonderful game, ruined for so many of us by ONE major flaw. -Dragon DISCLAIMER!
The views and expressed opinions of Dragon are solely those of a drunken redneck and are not necessarily those of a sane person. Any likeness of intelligence is strictly coincidental and should not be taken seriously. His posts should not be read... by anyone. |
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" No one is perfect in this world...accept it or move on bro... ;) Beta Member Since 2010
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" I agree with you in principle. I also use a cheat sometimes, for instance to get past some ridiculous boss who's mechanics doesn't fit the game anyways, just to be able to continue the game and enjoy the storyline. But I believe you underestimate the extend of cheating people practice nowadays. Whole games are destroyed by it. Take Battlefield 3, could be quite a nice multiplayer experience. However, when you learn that cheats are widely used -which can be bought for real money btw- that enable the cheater to one-shot every opponent from his spawning location using his starting-pistol just by shooting into a big yellow rectangle that the cheat automatically enables for each newly spawned opponent, all fun is gone. Where is the fun in PoE when every single player walks around in 100% perfect gear, using the build that is mathematically the best one possible? To me, a big chunk of the attractiveness comes from the effort needed to achieve something, and the need to improvise due to the lack of suited gear. And to the players that choose not to use cheats, a large part of the multiplayer experience would be lost, as public parties would be most certainly widely infested by cheaters. |
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And don't forget the Dark Souls series (And maybe Demon Souls). Players just run around with infinite health and stamina, invading other players and dealing infinite damage to them. Or in Dark Souls 1 they eventually uncovered a method that would trick the game in to treating the invader as part of the victims world allowing them to do normally impossible stuff (Killing/pissing off NPC's) and severely ruining the victims experience with that character that they're using.
Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD Last edited by Nicholas_Steel#0509 on Jul 25, 2014, 8:05:30 AM
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" This. A 100 times this. This one major flaw is the only reason why I am not playing your game GGG. And before everyone goes on and say "fine, dont play then, play another game" I just want to say this. I want to play Path of Exile, and no im not playing it at the moment, I am checking this thread to see if the issue has been resolved. This game is a piece of art, both mechanically and artistically. I want to play it but the one major desync flaw is what needs to get fixed because it ruines the whole experience for me. Above content may contain traces of nonsense. Reality is simply an unrealistic version of online gaming. Last edited by wakko#3919 on Jul 27, 2014, 12:47:13 PM
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" Dont be so entitled. You didnt donate to get certain things done. You donated out of good will. if you did it for any other reason i pity you. Desync is here to stay, deal with it. Dont use desyncish skills and use AHK for /oos. |
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" So desync should be considered a feature? Players shouldnt have to feel punished when using a skill. Why would I have to play around the game itself? I should just be able to play the game and have fun, not having to play around different things, or not use skills because they might desync you because there shouldnt be any desync to begin with. Having people play around your own game flaw by not using skills that the devs probably want people to use is not a valid excuse Above content may contain traces of nonsense. Reality is simply an unrealistic version of online gaming. Last edited by wakko#3919 on Jul 31, 2014, 5:13:55 AM
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"There are some thesises here that caught my eye. Correct me if I'm wrong, but don't you know the current ping to each player? It is at the root of the "natural desync" problem. So why server can't assume that if a player has ping 100 to move the world these 100ms forward? The monsters and pathfinding mechanism will know almost exactly where he is. And if ping changes, the world's position can be certainly adjusted. The doorways now sometimes cause desync even w/o monsters attacking. So why not ask the client if it has passed a doorway, which will tell the pathfinding mechanism on server to build a path through it? So the player will not be stuck in the corner of a door, but will move past it (although it will get desynced a bit if this situation arises, it won't be THAT desynced). Next, monsters pathfinding. Usually the path is rather short -- so why not calculate it for all the monsters to move synchronously? I mean that these can go not around each other, but be aware of their future paths instead. There is a point where a player is heading on a short term. So you can calculate all the paths one by one to that point ahead of time and start moving monsters there. This means less "natural" desync. If these paths are sent to the client, monsters and player will be at the same spots as at server realm (and it would be useless to try to cheat with this by changeing the game client to see these paths since they usually are the obvious ones, omitting that these can be only partially sent, say for the next 500ms). Last edited by Shade_RU_N53#5127 on Jul 28, 2014, 11:41:57 PM
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"Hell, the servers don't even send positions of monsters using active skills in immediate vicinity of player (just search for anuhart piety desync video), and you suggest sending entire paths? Not going to happen ever. And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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