90% of my deaths are from LAG!

"
BestUsernameEver a écrit :
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Whenuapai a écrit :
Is anyone reading these complaints? lag lag lag then d'c then more lag then d'c again and again and again




Buy some MTX so they can make this game better. problem solved!


...


Or they could use development time and money into useless things like PVP/PVP competitions.
Forum pvp
 Everyone who plays PoE knows that GGG is unwilling to change the server/client simulation such that the client can be the end that determines exile and monster position. For those not in the know please read this first to get up to speed on why PoE has major desync:

Client-server Action Synchronisation

Since GGG has PoE running action prediction on the server it unfortunately (and sadly) follows that desync will occur. On top of that GGG does not want anything running on the client that could lead to hacks. Thus everything has to be done on the server and then sent to the client. Since we always want smooth animation, under the best conditions of latency, say 50 ms, to the game servers that would equal 20 FPS if the client waited for each and every position change calculated on the server before showing the next frame on the client. 20 FPS is way too low and if you had 100 ms latency you drop to 10 FPS so that would never work. So GGG runs this "action prediction" on the server side to guess what you are doing client side. So the faster I can move (I have +75% speed increase using speed gear, haste, and passive nodes) the faster I can get out of sync from where the server thinks I'm at and the greater the chance of desync.

 If GGG will never ever relinquish some of the calculations to the client to keep hacks down under the guise of protecting their "precious" game economy (hows that working for you GGG with all the pay-to-win sites for gear/orb buying?) then we can talk here forever and be wasting our time (at least we get to vent our game playing desync frustrations). Simce this post started over a year ago and to date the desync problem hasn't lessened, with patch 1.3 and PvP the server load has increased so desync has gotten much worse, there doesn't seem to be a solution. Only a slow death spiral as new features are added to the already overloaded game engine. The 1.3 passive tree with new speed nodes only makes matters worse, so that with my Torment Ranger build and really liking the ability to have an evasion archer that can move very fast, I end up getting spanked/slapped in the face by desync much more often and have had to use macros for faster life flask drinking to stave off death and thus my playing enjoyment is lower (even the macros for quick drinking a health flask doesn't always work).

 So I just don't think GGG can ever reduce desync with their stubborn adherence to keeping all important calculation server side. This is sad as PoE is a great arpg for builds and would become legendary if there was a working solution to desync.

"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
Arrowneous a écrit :
 Everyone who plays PoE knows that GGG is unwilling to change the server/client simulation such that the client can be the end that determines exile and monster position. For those not in the know please read this first to get up to speed on why PoE has major desync:

Client-server Action Synchronisation

Since GGG has PoE running action prediction on the server it unfortunately (and sadly) follows that desync will occur. On top of that GGG does not want anything running on the client that could lead to hacks. Thus everything has to be done on the server and then sent to the client. Since we always want smooth animation, under the best conditions of latency, say 50 ms, to the game servers that would equal 20 FPS if the client waited for each and every position change calculated on the server before showing the next frame on the client. 20 FPS is way too low and if you had 100 ms latency you drop to 10 FPS so that would never work. So GGG runs this "action prediction" on the server side to guess what you are doing client side. So the faster I can move (I have +75% speed increase using speed gear, haste, and passive nodes) the faster I can get out of sync from where the server thinks I'm at and the greater the chance of desync.

 If GGG will never ever relinquish some of the calculations to the client to keep hacks down under the guise of protecting their "precious" game economy (hows that working for you GGG with all the pay-to-win sites for gear/orb buying?) then we can talk here forever and be wasting our time (at least we get to vent our game playing desync frustrations). Simce this post started over a year ago and to date the desync problem hasn't lessened, with patch 1.3 and PvP the server load has increased so desync has gotten much worse, there doesn't seem to be a solution. Only a slow death spiral as new features are added to the already overloaded game engine. The 1.3 passive tree with new speed nodes only makes matters worse, so that with my Torment Ranger build and really liking the ability to have an evasion archer that can move very fast, I end up getting spanked/slapped in the face by desync much more often and have had to use macros for faster life flask drinking to stave off death and thus my playing enjoyment is lower (even the macros for quick drinking a health flask doesn't always work).

 So I just don't think GGG can ever reduce desync with their stubborn adherence to keeping all important calculation server side. This is sad as PoE is a great arpg for builds and would become legendary if there was a working solution to desync.



What's funny about this is that this clearly states that GGG intentionally designed a system that increases desync as a consequence of reducing cheats and nowhere is funding mentioned but silly people always like to parrot, 'well if you donated more money, they could fix desync' where above does it state ' due to a lack of funding, we implemented a predictive system.....'

Desync is a design principle, implemented into the game by developers who seem to have forgotten that between the client and the server, lies the internet.
"
xdraenor a écrit :
Welcome to Path of Desync, people have been complaining about this shit for over a year and it's still fucking terrible.


Bwuahaha!

Have a look at my joined date. Desync has been being complained about the entire time, and even before that!

Ya, its not getting improved. Gave up on this war long ago.
GGG - Why you no?
Cnstant desync even in the future??? Then remove that stupid exp loss on death!!! I am sick of returning to 0 exp by days now.. i just want to level up ONE time you know -.-
Dernière édition par Wispo#5031, le 11 janv. 2015 à 12:51:58
"
Powertrip a écrit :
What's funny about this is that this clearly states that GGG intentionally designed a system that increases desync as a consequence of reducing cheats and nowhere is funding mentioned but silly people always like to parrot, 'well if you donated more money, they could fix desync' where above does it state ' due to a lack of funding, we implemented a predictive system.....'

Desync is a design principle, implemented into the game by developers who seem to have forgotten that between the client and the server, lies the internet.

 You are correct in that GGG has forgotten to strike a balance between tight server control of everything and reduced desync by allowing some functions (such as exile and monster positional information) to be processed on the client side. GGG can rightfully claim that PoE has the fewest hacks and none that I know of that are item or currency game breaking hacks. But then that leaves their server/client game engine stuck the way it is forever with super high desync compared to other arpg titles. I haven't played D3:RoS in over a year and never ever cared to look to see what kind of client side hacks were available but I'm guessing there are more than PoE has. Yet the frequency of desyncs in D3:RoS is very low compared to PoE. Since there are many sites selling PoE gear and orbs for the "pay-to-win" wealthy players all GGG is accomplishing with this programming model is pissing off the legit honest players. This leaves me with the same feeling as when the DRM in Windows malfunctions and claims I'm running an unlicensed copy of it. The DRM angers the legit customers but does very little to stop the Windows OS pirates. So too in PoE that having all things server controlled causes very high desync and only serves to piss off the legit player.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
Wispo a écrit :
Cnstant desync even in the future??? Then remove that stupid exp loss on death!!! I am sick of returning to 0 exp by days now.. i just want to level up ONE time you know -.-

 The only working solution to ease our desync death woes is to use a script utility. Some are ok and others are not and will get you banned but at least you can react to desyncs and avoid deaths more often if the flasks are easier/quicker to use.

 The other extremely frustrating effects of such high desyncs is when doing Piety or Dominus runs is that the level clear speed is reduced as we are having to be on constant alert to guard (as much as possible) against a mob desync death. After 100s of Piety runs I can predict with almost 100% certainty that when a mob has a rare, champion, etc. in the pack and it chases me out of the room that it will follow some and then rubberband back to the pack. This is very strange and flawed logic at work here because if I encounter a rogue in a pack and it chases me out of the room and continues to follow me it doesn't rubberband back to the pack.

 The inner code of PoE has many flaws that PoE needs to address after patch 1.4 is pushed out and mostly debugged. It is also strange (I assume that it's because GGG is a small indie game company) that we the players end up being PoE beta testers for all new patches. While programming of this complexity is rife with bugs at first with a new patch and I'm way, way, removed from the headaches that the devs have to deal with coding time deadlines (I'd never make is as a news reporter with constant deadline pressures), after enough time (I started in CB PoE and have a kiwi pet to prove it) we need to be treated to a smoother playing PoE or get compensated in some other way (more XP at the higher levels to ease our climb to level 100 or less XP loss from dieing) as an incentive to keep playing and a nob to our loyalty for putting up with these problems.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
Wispo a écrit :
Cnstant desync even in the future??? Then remove that stupid exp loss on death!!! I am sick of returning to 0 exp by days now.. i just want to level up ONE time you know -.-



^ What this guy said.

When I first started I read other gamers in global complaining about 'cheap' desync deaths and I used to think 'Oh, just get over it, it can't be that bad', now that I've been around for a while and have high level characters I know exactly what they meant.

Call me stupid or my fault or go and play something else but I lost 70% in one day on a 86 lvl character the past couple of days.

I could deal with the desync deaths if there was some way to retrieve your exp or suffered no loss of exp.
"
Ashman23 a écrit :
"
Wispo a écrit :
Cnstant desync even in the future??? Then remove that stupid exp loss on death!!! I am sick of returning to 0 exp by days now.. i just want to level up ONE time you know -.-



^ What this guy said.

When I first started I read other gamers in global complaining about 'cheap' desync deaths and I used to think 'Oh, just get over it, it can't be that bad', now that I've been around for a while and have high level characters I know exactly what they meant.

Call me stupid or my fault or go and play something else but I lost 70% in one day on a 86 lvl character the past couple of days.

I could deal with the desync deaths if there was some way to retrieve your exp or suffered no loss of exp.


It is plain stupid the exp loss, because if you HAVE to go through a certain difficult fight (e.g. merciless dominus), it's a matter of 10 minutes to die 3 times in a quick row and to lose 30% exp!!! In faaaaaar better games like TITAN QUEST (never heard about this, uh GGG? -.-) when you die a tombstone appears in the place you ripped. You return there, touch the tombstone, and recover over 80% of the losed exp. But here in PoE NO... "ehy, we are the gods of uber hardcore ultra powaaaaa!!! You MUST SUFFER unrewarding drops, senseless deaths and enormous time consuming exp losses... and if you don't accept this.. we'll send our diamond/platinum/godly/rulers of wraeclast supporters after you, saying you to go to play Diablo 3"!!! -.- I really like PoE for certain things, but if its unrewardingness and desync/exp loss are not dealt with, i'm off in the exact same moment a better arpg comes out
Dernière édition par Wispo#5031, le 12 janv. 2015 à 09:48:40
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Arrowneous a écrit :
"
Wispo a écrit :
Cnstant desync even in the future??? Then remove that stupid exp loss on death!!! I am sick of returning to 0 exp by days now.. i just want to level up ONE time you know -.-

 The only working solution to ease our desync death woes is to use a script utility. Some are ok and others are not and will get you banned but at least you can react to desyncs and avoid deaths more often if the flasks are easier/quicker to use.

 The other extremely frustrating effects of such high desyncs is when doing Piety or Dominus runs is that the level clear speed is reduced as we are having to be on constant alert to guard (as much as possible) against a mob desync death. After 100s of Piety runs I can predict with almost 100% certainty that when a mob has a rare, champion, etc. in the pack and it chases me out of the room that it will follow some and then rubberband back to the pack. This is very strange and flawed logic at work here because if I encounter a rogue in a pack and it chases me out of the room and continues to follow me it doesn't rubberband back to the pack.

 The inner code of PoE has many flaws that PoE needs to address after patch 1.4 is pushed out and mostly debugged. It is also strange (I assume that it's because GGG is a small indie game company) that we the players end up being PoE beta testers for all new patches. While programming of this complexity is rife with bugs at first with a new patch and I'm way, way, removed from the headaches that the devs have to deal with coding time deadlines (I'd never make is as a news reporter with constant deadline pressures), after enough time (I started in CB PoE and have a kiwi pet to prove it) we need to be treated to a smoother playing PoE or get compensated in some other way (more XP at the higher levels to ease our climb to level 100 or less XP loss from dieing) as an incentive to keep playing and a nob to our loyalty for putting up with these problems.


More exp to go to lvl 100? Oh no my friend.. after all, this MUST to be the uber hardcore game, so if we aren't pissed, HOW we can have fun? -.- Trying the free version of D3 now.. -.-

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