Client-server Action Synchronisation
" Can you write some code for trap charges when this occurs? When the player could not have thrown a trap at said monster/direction, the trap simply disappears from the stack and does not land. Need something to ask if the thrown trap exists anymore, and if no, return it to the player. Ive thrown several traps at an enemy before and because they are in the next room, yet desynced in front of me, i get beat down because my skills magically disappeared and cant always escape. State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062 |
|
" From a results standpoint, saying you hit me, but you hit me for 0 damage is the same thing as avoiding a hit entirely. So what if you change the code so that all hits are guaranteed, but then you do an initial roll (based on evasion & accuracy) to check whether or not I take 0 damage from the hit or the "actual" damage (based on armor, resists, or whatever). Or am I just adding in another step here that doesn't solve the problem? Unlimited Blade Works - Illya (Animate Weapon Ranger)
http://www.pathofexile.com/forum/view-thread/1063521 |
|
" yea im liking this my additional idea would be to have these sound/visualstates being sent over the network as very small packets so you would basically hear the CB even tho you couldnt see the boss (cuz youre desynched) hopefully at least, it would require less data maybe being sent over the network on the other hand maybe its bad to add this if it creates a bigger dataflow, but maybe it just be a tiny byte or something that indicates these things |
|
*sigh*
Guess I'll never be able to return to PoE. For me as a gamer smooth gameplay is above everything else. I'm sure you were told this before many times and you hate it, but I repeat: your closest competitor Diablo 3 doesn't have desync issues (almost). I mean, in D3 I desync once per day and it's hardly noticeable. In PoE I can't even count how often I desynced. It became normal. And that is really sad. Still in D3 there are stuns, freezes, knockback, "cyclon", teleports, "leap slam", pets who fight for you, skills that suck enemies close to you (imagine that in PoE! desyncfest! vaal cyclone for example), you can't run through monsters, you can prevent monster attacks by hitting them hard enough, you can physicaly dodge some attacks and most of the projectiles, there is "dodge" stat, "block" stat etc. The only thing it is missing is "accuracy" stat. Guess what? I gladly trade that "accuracy" crap for smooth gameplay without desyncs. You can say "go play your D3 you $#$@!" Well, I'm actually playing it. But it doesn't have that great skill tree, builds variability, and the overall leveling expirience is much better in PoE. I just want you to make desync unnoticeable, like in D3. -_- I want to play your game! But I just can't take desync anymore. |
|
I find it weird that you're unwilling to compromise on desync issues, because I'm pretty sure teleporting from a screen away back into a pack of mobs is much worse than most of the negative effects you listed.
Diablo 3 feels a lot better to play. Yeah, I said that. I don't care about what compromises they made to make that happen because I don't notice them when playing AT ALL. That's what matters to the consumer, GGG. Last edited by faction55#6337 on Apr 21, 2014, 10:50:02 AM
|
|
" Half is wrong? Only one point he made is wrong, mobs aren't ghosts. I'd also like to add that in D3, movement and gameplay is generally a lot slower (the epitome of this is the Crusader, thanks for the 20 second cooldowns, Blizz). And you forgot Knockback :) All these mechanics cause desync, but also allow for a deeper game experience. I'm okay with it. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
|
|
@GGG
The way I understand it, big part of desynchronizaniation issue is your zone design. The more debris, doorways, narrow corridors and other obstacles you place into a zone, the worse the desynch issue becomes. Now I *think* I understand why you went this way - to make life of mutiboxers and botters harder - but I do not think the effect is worth it. Here is what I would do: - make minor obstacles ethereal / pass-thru-able - minimize hardblocks in all zones - simplify indoor / complex zones - force synch more aggressively Focusing on smoother gameplay should be worth it from business standpoint since people who buy your microtransactions are those who enjoy actually playing the game. Desynch takes away large part of the enjoyment. I would attack the botters from another angle (mainly client datamining, but that is another topic). Peace out and thanks for reading. EDIT: Great job on bringing back the Development Manifesto btw. The community needs to hear that you actually see and work on the issues that players identify. Last edited by vilik#6159 on Apr 21, 2014, 11:04:59 AM
|
|
" If the client is reverse-engineered, this would definitely be exploited, expecially in HC leagues. There are other ways to reduce communications while keeping instant response of the client (and there has been a loooong discussion some months ago about that), but it requres a complete rework of the code. " This is a big surprise for me. So why limit the /oos command to 0.1/sec? Most of my cyclone Marauder deaths are that I cast /oos (my brain do it 'automatically' whenever i use cyclone in strange situations), but i get desynced immediately after: I loose the control of my char, I cannot leech and all I can do is drink a few flasks, cross fingers and spam my /oos macro until the server accept again the resync command. I understand that frequent automatic updates can be bad for gameplay, but if I request the update, it is because I need the resync. Roma timezone (Italy) Last edited by HellGauss#6525 on Apr 21, 2014, 11:04:10 AM
|
|
Hoping for some goods news on "Cyclone" as the de-sync is excessively more than on my Split Arrow / EK build.
|
|
what exactly prevents the server from sending map coordinates to the client at a moderate rate, so that the client can decide whether the offset is acceptable and request a resync if necessary and outside of the cooldown?
make it optional if you like, idk.... just to get rid of that /oos metagame until an actual solution is found. It's really weird, that the /oos script is more or less your most important skill in this game. maybe you could introduce a resync skill gem so we can link it with cwdt... Last edited by Rawfoss#3428 on Apr 21, 2014, 11:23:29 AM
|
|