90% of my deaths are from LAG!
I built an etheral knives crit damage cannon so I must constantly be moving around to not take damage all the while shooting my knives. Alot of times I get rubber band lag where I am attacking then all of a sudden the monsters stop taking damage and stop moving, next thing you know I am sorrounded by all of them and insta k-o'd. If this was a normal case I would have never even been cought but since the lag forced me to sit in one spot I get insta k-o'd.
PLEASE fix your lag/ rubberbanding issues. I never have problems with lag during slow hours such as 2-4 in the morning but I am not going to throw away my sleep just to play this without lag. This makes glass cannons extremely hard to play since you cannot move around effectively due to peak hour lag. btw it takes me 4-5 hits to die from regular minions and 2-3 from powerful gold named monsters. Normally I would take 0 damage since I am good at playing my character now but with the lag its 90% deaths due to lag!!!!! ps. I am on merciless if that matters Dernière édition par TwerkDuckin#4039, le 18 nov. 2013 à 14:45:17 Dernier bump le 21 août 2017 à 15:35:41
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I second that. Today I died about 3 times and threw the playtime for now. All becouse of lag.
Yesterday I died more than 5-6 times, all cus of laggish behavior of the server. |
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Welcome to Path of Desync, people have been complaining about this shit for over a year and it's still fucking terrible.
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I just wanted to share that I lost my lvl 70 Nemesis character to major desync in docks, the f'n docks! I too would like this shit fixed.
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Worked on my lvl 61 melee Scion today:
Lunaris 1: A little bit of desync, but mostly fine. No deaths. Lunaris 2: A little against kole, but I was juuuust barely tough enough to avoid getting 1 shotted so it wasn't much of a problem. Got one particularly bad desync and died, but otherwise was fine. Not much desync anywhere else. One death. Lunaris 3: Lots of desyncing. Died nearly a dozen times against white and blue mobs because I couldn't hit them to leech life, or move to avoid attacks. Piety was extremely easy until white mobs started spawning, which should have made the fight easier because I was using melee splash and leeching. But they brought desync with them. Died once early on because I didn't have an unfreezing flask. Died half a dozen times to desync. Got fed up with this shit, so since I had no exp left to lose I just held down left click on her and read a book, porting back in when I died. No idea how many more times because I had stopped paying attention. http://www.pathofexile.com/forum/view-thread/626641 " I'd be interested to know what percentage of those are about desync/connectivity. Dernière édition par frzn#2527, le 18 nov. 2013 à 22:31:31
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The desync isn't going to be fixed because its a fundamental design of GGG's engine. They can try and improve it, but there are always limits to this, and GGG probably has tried to reduce the desync as much as possible
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desync seems worse than ever....
i desyncd on brutus like 5 times or more today i just laughed my ass off cos this is a joke. |
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" They make changes to the design every time they make a new patch. Sucks for them (and us) that they chose this route, but that certainly doesn't make it unfixable. And, it's definitely not a valid excuse. What it will take is enough complaints on the forums for the devs to get off their ass and finally fix the issue. A single QQ thread changes nothing. 20-40 QQ threads a day is a step towards a desync free PoE. |
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" Its about as a valid excuse as claiming that if I throw you off a cliff you are always going to fall down, because of gravity. You can say that is an excuse, but at the end of the day its a legitimate reason due to logic or physics or maths In the case of PoE, the game maintains two states, one on client and one on server. Its impossible (in the actual definition of the word) for those states to remain completely in sync, things such as network delay, imprecisions in floating point calculation, missed packets etc etc will always cause the two states to diverge, and when they diverge enough, a resync is forced This is always going to be the case, unless they change how they have done networking for PoE, and that is most likely never going to happen, because such a thing would take months and it would probably halt development of the game during that time Although the impact of desync can be lessened, there are limits to this as well. There is always a limit to how much you can predict entropy, and furthermore there are practical limits regarding CPU (the server having to predict the client state when its doing so for thousands of clients is taxing) tl;dr we are going to be stuck with desync for some time ;) |
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seems like all they need to do is get better servers to be able to handle all their players on peak play times. Dosnt sound like it would take months.
btw I am twerkduckin I lost my password so im using my account instead Rollin on G status my crunk shawtays holla at yo boy as he roll through on dubs 24 knowin a homie like me got it easy Dernière édition par misc1umad#1750, le 19 nov. 2013 à 18:49:22
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