#Desync the game mood destroyer

1 messages · Page 1 of 1 (latest)

crisp shuttle
#

Info:
rubberbanding or a position desync bug

Problems:

  1. Server Position Correction
    When you move, your client predicts movement, but the server is authoritative.
    It forcefully snaps you back, teleport effect.

  2. Network Issues:
    Packet drops

  3. Collision / Pathing Errors
    You click somewhere:

Client path says: valid path

Server path says: blocked / invalid

server teleports you back to last valid position

As you can see there is 3 possible problems, that it affect the user.

Currently what I notice the most is, when running dungeon and on weekends.

Therefore, my current conclusion is:

  • Higher tick rate
  • more channels to avoid overload on channels
  • Better movement reconciliation
snow jasper
#

The devs know how their networking functions.

It’s a matter of time and cost to make it better. Either they aren’t provided the time for it or fixing it increases hosting costs which gala won’t do.

uncut glacier
#

I was just thinking, what if the moment a player is hit by a circle, the server ask the client if the player was in.
And when client say the player is out then it cancels the damage.
Not a perfect solution, but if the other solution are to costly, that's a cheap method that maybe could help at least.

jolly hornet
#

Everyone knows it's a feature and a player issue.

umbral moat
uncut glacier
#

true i forgot about the cheating problem 💀

shut fern
#

the fact it isnt a real client game doesnt help dont forget its a browser game, outside that this problem was in OG gpotato flyff also, but it always got fixed for a while after a full server restart

analog elk