Is PoE suffering from poor game design choices?
" If you played it up to a higher level you'd know your statement is completely false. The delay is minimal enough that you can counter react flash and escape out of a flash ult from characters like Amumu or Galio. 'Slow' at first due to the laning phase, but when actual team fights break out you do make split second decisions that determine the outcome of the game. Dernière édition par allbusiness#6050, le 6 janv. 2014 à 21:35:34
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I've watched some of the high level streams to see what all the fuss was about because the game seemed so boring to me my first playthrough. Even after watching them the gameplay is slow, it's a split second decision followed by a long waiting period to see that decision play out. POE is much faster and FPS are lightyears beyond it.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" That's not even the point. The point of my comment regarding League of Legends and DotA 2 is that despite the fact that it is a client interface/server model, it still allows you to make the same 'split second' decisions where you have to narrowly avoid attacks, stuns, etc. that is supposed to make a game 'actiony.' Yes, and that's with the dreaded 'delay' that Chris so vehemently hates for whatever reason. So basically it invalidates all the nonsense about how 'I want to be able to move and have total control of my character' bullshit that people always post when defending GGG's netcode decisions. With a proper setup, a client interface/server model does a couple of things... 1) It makes making nearly impossible because all the data is denied to the client. This is not necessarily true of Path of Exile; the client does make some calculations and is trusted to make said calculations. 2) It has very minimal delay under a properly executed setup. 3) Its actually easier to code for because you have so many resources to work from. Lots of other smaller MMOs, MOBAs, etc. utilize the same setup, so saying that its impossible or unfeasible is just a straight lie. Dernière édition par allbusiness#6050, le 6 janv. 2014 à 21:45:33
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Someone explained it earlier, it's two different systems. Would you rather engage in combat then desync or stand in place doing nothing? They are the same thing just you don't know desync is happening until you resync/die/notice nothing is happening. If you lag and have a long delay between commands it will be ever present and lead to the same or even more complaints, as people will always be able to see and feel it.
I've learned how to deal with desync. I know what to avoid and when to avoid it. Sometimes I'll play with 200 ping which means a constant delay that I can't do anything to fix, no adjusting, just dealing with it. I much rather have desync. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" Delay based systems have very little complaints because internet connections have gotten so good you have minimal delay at best. The way Path of Exile is designed, even the slightest disruption in data will cause the server and client to simply freak out, causing massive desync. It is only exacerbated by things like Cyclone, doorways, bad connections etc. Mostly a problem with the client not being forced to wait for the server to respond back. And like I said, it's very possible to have a smooth and seamless environment where you feel like your clicks are instantly recognized by the server. I won't get into the semantics of it, but Valve utilizes something that is very similar to the concept of Dead Recokning. For those of you who are programmers, you'll understand what I mean. http://www.gamasutra.com/view/feature/3230/dead_reckoning_latency_hiding_for_.php To some degree, I know GGG is somewhat doing this, but it's poorly executed obviously based on the massive amount of desyncing that is still going on. Here's how Valve does their work on the Source Engine, and although they have very similar methods, they have a few couple of differences that vastly change the experience of the game. https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Dernière édition par allbusiness#6050, le 6 janv. 2014 à 22:17:15
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" Please actually read what you are linking. " This is not how PoE works, ergo, you cannot make statements like, "lol ggg is doing what valve does, except poorly." The quoted segment is not how movement in poe is coded -- movement in poe in instantaneous; there is no 150 ms delay to your input - which is why desync DOES occur in PoE. Valve games do not have desync like PoE, valve games have traditional lag issues like LoL. In PoE, you click to move -- and your client moves. Your client then updates the server on what you are doing on your end. The server will rubberband you if it can't make sense of your action - you were desync'd from the server, so it resync'd you. Desyncing happens when the server thinks you are X, but on the client you are playing, you are really Y. The server never trusts your client and overrides its own mistakes, so when packets are dropped and you're in a position you don't realize you are in, you get resync'd and probably are die, because monsters surrounded you in position X on the server's version of your game. Valve games also have <32 players and <32 entities (on average anyway), units, et cetera on the screen at once - I've modded source multiplayer games and they simply cannot handle the number of networked entities PoE does, which already blows this whole comparison right out of the water. Valve can obviously make a lot more optimizations than PoE. For instance, source games don't keep track of corpses on the server, they also don't keep track of complex hitboxes (unless they're L4D or CS); they can afford to make a lot of approximations and most source games are played on maps 50% or less the size of your average PoE zone. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Dernière édition par anubite#0701, le 6 janv. 2014 à 22:42:43
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somestuffaboutlolformoos
" Bit of a sidenote, but LoL Dominion might actually be something more up your alley. Personally after playing dominion at a competitive level regular LoL (and dota/hon for that matter) feel super slow and boring. Dominion is a semi-capture and hold type game, 5 points on the map in a pentagon, 500 health on each team at the start, you lose points if enemy team has more captured points than you. No laning phase, xp/gold is given passively (with more given if you kill enemy champs or to a lesser extent lane creeps), each owned tower next to an enemy tower spawns some creeps which use their health to decrease the cap on an enemy tower, so a big wave of creeps can cap a tower with no champ near. Game resolves into a 4v4 around the top half of the map, and a 1v1 at the bottom lane. The 1v1 can change often though as people come down to attack, and the 4v4 and how engagements occur is in no way set in stone. The game ends up being very fast paced, team orientated, and there is constantly something that needs to be done. Commonly fights occur trying to take the 'top' point of the pentagon, but sometimes that point is too well defended, at which point you are trying to stay out of sight, then fight in a better location in the middle of the map, and you can sometimes even go cap their 'middle' point closest to their base. Or you can have one person go to the 'bottom' lane and gank their person, giving you the two bottom points and the middle point at your base. It is much more complex, and comebacks are entirely possible. unlike the snowball effect of the classic map style (Dota style), in dominion even when you have 20 points remaining and they have 200, your items and experience are not significantly less, and this leads to with good teamwork and skill the ability to comeback. This can't occur to the same extent in the dota style, as when a team has a 20,000 gold lead its difficult for the other team to win. Everyone who has played a lot of dominion has a comeback story (recently had a game that was 3-240, then 1-170, and we ended up winning 1-0), and the 'better' team will win almost every time if they consistently outplay (and outpick) the other team. But thats all a sidenote. Personally I would say that it might be 'suffering' from poor game design choices, but judging from a lot of games I have gotten in depth into, there are lots of design choices that are bad in them aswell. In PoE there are also a lot of very good design choices (which a lot of people disagreed with at the time, auras on offhand weapons for example), so you have to weigh it all not just focus on one aspect |
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Realwolf
I doubt it. I'm an RPG fan. Been playing FF series since I was 11. Loved fallout/skyrim. Those games look like people enjoy them but they are just boring to me. They are the same as playing solitaire for me, something I'll do with my spare time but can't get committed to. Thanks though.
Finished 17th in Rampage - Peaked at 11th Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 Dernière édition par Moosifer#0314, le 6 janv. 2014 à 22:51:46
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" That's exactly what happens in Source, except its much more seamless. Valve has a much different model with dealing with desync. Desyncing occurs in all games, not just Path. Just that Path has an idiotic resync model. |
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" Did you even read what I quoted? POE has instantaneous movement. Source games do not have instantaneous movement; it says it in the fucking quote. I can fucking feel it when I click to move in DOTA or LoL; or walk to move in CS. There is no delay in Path of Exile. You can fucking click ten ways until Sunday and your character will move to that spot, even if you have no connection to a server. But, go fucking download League of Legends and start dling a torrent -- get up to 800 ping -- now try to fucking click somewhere. Guess what? You won't fucking move! That's because the server-client model is TOTALLY FUCKING DIFFERENT. Read what I wrote painstakingly for you. Completely different syncing models. Don't say it's a shitty model if you don't even have the expertise to tell the difference between what I've clearly highlighted for you. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Dernière édition par anubite#0701, le 6 janv. 2014 à 23:16:37
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