Is /oos back in Game?

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againwetryagain schrieb:
It is not going to get significantly better, no matter how many programming hours you throw at it.


Not really true. A system could be coded to allow the client side resync to be less jarring, so that the resyncs could happen more often, and not be so distracting. They simply refuse to devote any effort to that area. Even some code that would allow a client to recognize it's not in sync quicker than I can visually would be nice.
No. Calm down. Learn to enjoy losing.
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b15h09 schrieb:
so that the resyncs could happen more often, and not be so distracting. They simply refuse to devote any effort to that area. Even some code that would allow a client to recognize it's not in sync quicker than I can visually would be nice.

If resyncs happened more often it would definitely be more distracting. And by definition client is always out of sync.
edit: as long as you are moving that is
Zuletzt bearbeitet von almostdead#6338 um 12.01.2015, 12:01:38
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DirkAustin schrieb:
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Alternalo schrieb:
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DirkAustin schrieb:


If you think its so easy to fix then why dont you do it for them?


Because i don't have their source code also why should i do it for free? :)
Also i don't think all devs are working on the same thing, but looks like none of them are working on this issue.


How do you know? Been to their office and saw how no one works on it? Otherwise you are just making baseless assumptions.


Dirk why are you attacking the guy?

Having read their official threads on desync and all of that, it can be alleviated somewhat if they bothered to work on it. But in these two years i have seen zero improvements.

I however have seen new content that seems designed to be desync prone as hell constantly added to the game. Which shows just how ignorant they can be. Instead of adding new content that can work alongside the current systems they do the opposite, and often. It's downright foolish.

I love this game but i have zero faith in their balance team, design team, and whatever team may even be working on this "issue" which they dam near defend as a feature these days.

God i miss the GGG we had back in closed beta , early open beta. They listened. Now they "listen".

I will keep playing this game and even keep supporting it but...honestly i think they lost sight of the big picture.

Also as far as desync goes, you literally have to hope your config plays nice with it. I have high speed cable on a direct connection and a nice rig but it still affects me pretty nastily. And yes i know the difference between latency and desync.

Oddly enough it affects me more when i play through the steam client rather than the standalone launcher. Which is weird because no other game on steam for me gets that bad lol
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almostdead schrieb:
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b15h09 schrieb:
so that the resyncs could happen more often, and not be so distracting. They simply refuse to devote any effort to that area. Even some code that would allow a client to recognize it's not in sync quicker than I can visually would be nice.

If resyncs happened more often it would definitely be more distracting. And by definition client is always out of sync.


And that just illustrates why the setup they chose was such a bad idea. Hell i could of told them it was a bad idea before they implemented it in the first place or even came up with the idea on paper.

Literally before this game came out if someone approached me and told me they were going to use this model, without even knowing firsthand myself i would of said it was a bad idea.

And the engine they are using is pretty meh too.
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Steelgrey666 schrieb:
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almostdead schrieb:
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b15h09 schrieb:
so that the resyncs could happen more often, and not be so distracting. They simply refuse to devote any effort to that area. Even some code that would allow a client to recognize it's not in sync quicker than I can visually would be nice.

If resyncs happened more often it would definitely be more distracting. And by definition client is always out of sync.


And that just illustrates why the setup they chose was such a bad idea. Hell i could of told them it was a bad idea before they implemented it in the first place or even came up with the idea on paper.

Literally before this game came out if someone approached me and told me they were going to use this model, without even knowing firsthand myself i would of said it was a bad idea.

And the engine they are using is pretty meh too.


D3 is online only too and so is Smite and a lot of other games yet they dont have as much desync as this game, so saying you could have told them it sounds bad on paper isnt really the issue here, its what they have learned later. Do you think GGG chose a desync net code thingy on purpose?

They need a better engine or something, i dont know, im not a coder, but they are too far into the game now to go back and start over, plain and simple.
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almostdead schrieb:
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b15h09 schrieb:
so that the resyncs could happen more often, and not be so distracting. They simply refuse to devote any effort to that area. Even some code that would allow a client to recognize it's not in sync quicker than I can visually would be nice.

If resyncs happened more often it would definitely be more distracting. And by definition client is always out of sync.
edit: as long as you are moving that is


Even when you're still, you're out of sync because of physics, I get that. The thing is, the deviation allowed to happen between client and server shouldn't be able to get so far apart as it currently does. And the reason why resyncs are distracting is because that deviation is allowed to be so large, with nothing to smooth out the offset. I can only assume it's because they want to limit the amount of gamestate being transmitted because bandwidth costs money.
No. Calm down. Learn to enjoy losing.
Zuletzt bearbeitet von b15h09#7812 um 12.01.2015, 12:11:28

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