90% of my deaths are from LAG!
I feel insulting ggg isn't a good choice.
" I am ready to support ggg if they choose this path. They deserve this from all of us. Dernière édition par Rhilnix#5695, le 9 juin 2016 à 05:09:39
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" People have been complaining for a lot longer than that. |
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This is still a thing. (Happy eclipse day.)
I'd like to point out that the real issue is dev ignorance and greed. As explained above the reason this problem is immortal is because GGG ignorantly assumes a number of things and soothes these irrational greed fears by forcing server side controls. The flawed assumptions fall into two basic categories: Fear of profit loss. Fear of hacking. The fear of profit loss is built on all the same old assumptions that piracy costs devs money. But the success of this model disproves that fear, thus that should not be a barrier to any degree of client side processing, even full offline game modes. I mean could there be a more pure version of SSF? Give one good in-game reason why a permanent SSF offline "league" would hurt anyone? D2's open/closed dichotomy here is basically perfect. IMO but that's a side discussion. The bottom line is that you can 100% prove that even if GGG's code were fully exposed they'd make the same money so long as they retained their IP. As for fear of hacking... https://en.wikipedia.org/wiki/Security_through_obscurity#Criticism All obscured code does is empower those in possession of a zeroday hack. The solution I favor will never happen because of their cultivated ignorance and greed. But I have a workable compromise to offer. Post death checking and exp/portal compensation. Just insert a check for desync prior to portal deletion and exp penalty application. Since everything is server side it should be trivial to examine logs and detect when a player died due to desync. It's easy to assume that if a character simply stopped sending commands for 10 seconds at the same time as latency started climbing the absence of input was not due to the player suddenly not playing. That quick and dirty signals intelligence analysis might be flawed but I have zero doubt that deaths by desync and deaths by player error are easily distinguishable via server data. It could be as simple as scaling down the exp penalty as latency rises. You could put this check in the stack before exp penalty is applied and a map portal is consumed. This would have zero impact on balance and frankly there can be no rational objection. Yeah I realize this is an old thread. It's also an old problem that persists. I won't be seeing any replies, so don't bother. I'm just here to say my piece and move on. Thank you for reading this. Too much censorship that you never even see. Totally removed posts and silenced accounts across all communities. https://www.youtube.com/@Innomen
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It's worth pointing out that running poe while poe.Trade is in the background reliably causes me horrible lag. Just in case that helps anyone, try closing poe.trade tab in your browser and see if that helps
my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Dernière édition par Legatus1982#1658, le 21 août 2017 à 12:12:22
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It was getting worse and worse with slower load times in the beta too, but they just kept going foward and never fixed it :/
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