Network synchronization between client and server needs improvement

Based off my reply here.

The last few days, I’ve been noticing pretty big synchronization and timing problems when playing the game, most notably where I take damage or a skill effect goes off when none is visible – often to the tune of me dying to something I couldn’t even see.

The best example of this was watching myself start taking damage from literally nothing at all, then an offscreen Exiled Mage’s cold-beam attack sweeping past about a second later, but not doing damage (because the server thought it had already hit me). Or perhaps the time that a Siege Golem’s “explosion” skill killed me, yet the giant orange ring of nope had never appeared (nor said golem, for that matter).

Over the past four or five days, I cannot begin to tell you how many times I’ve been blasted with huge amounts of damage before a skill effect had loaded (or was even near me) on my screen.

Champions in particular are the worst, as they’ll often use their big heck-off abilities and I’m suddenly missing 1200 HP well before I can even see that I need to evade out of it. I’ve only just gotten through my first empowered monolith and already the effect is obvious for how much more damage they can deal.

The game is engaging and way more fun than competing titles, but oh wow, does this kind of stuff really make it hard to want to keep playing when I can’t even pretend to avoid it.

Which is even more bizarre that you have a lockstep pattern for allocating passive points before they can even be displayed (seriously, I redid mine earlier and had to wait several seconds for it to register a few clicks).

(Note: I’d like to point out that my average latency is 7-9ms, with 12-13ms at the upper limit, when connected to US East.)

Have you created a IGBR? That is the most effective and efficient way for EHG to track down issues like this, because it send inforamtions and logs with it.

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