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Dec 3 2021 11:31am
Quote (Kaylin @ Dec 3 2021 12:24pm)
They seem to have devoted a non-zero amount of effort to removing as much desynch as they reasonably could without converting movement/spells to a system which would verify player actions on the server before allowing the client to perform them (which I suspect would change how the game feels too much). Look at how attacking with no target is actually synchronized between clients now or how equipment is displayed on other players that would previously be str bugged (primary weapon issues aside). These and many others were quirky behaviors we had got used to from 2000 but probably don't appeal to selling a game in 2021 that's supposed to look finished. There's obviously a ton of unfinished or terrible stuff which on some level means things like the online glue screens weren't as important as fixing gameplay issues. I personally don't think they would undo synchronization work, nor try to hack around it, to make animation cancelling issues from equipping an item function more like 1.14d when other changes in d2r seem to indicate these sorts of things were intentionally removed.



Ty kaylin for answer
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Dec 3 2021 11:35am
Can someone pls summarize in a few short sentences the existing issues with whirlwind and alt targeting? I don't have a barb myself and am unsure if the problem is alt target, hit registry, or something else. Alt target is already listed in the forum target but it seems the issue is deeper than this.


edit - does this cover it correctly?
"Players attempting to execute rapid short range whirlwinds are not registering hits appropriately. Whirlwind is animated but less than 50% of hits are realized compared to on legacy diablo 2. If the player whirlwinds a further distance it seems acceptable but this is not the best use of the skill."

This post was edited by Aaronoob on Dec 3 2021 11:43am
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Dec 3 2021 11:42am
Quote (Kaylin @ Dec 3 2021 10:24am)
They seem to have devoted a non-zero amount of effort to removing as much desynch as they reasonably could without converting movement/spells to a system which would verify player actions on the server before allowing the client to perform them (which I suspect would change how the game feels too much). Look at how attacking with no target is actually synchronized between clients now or how equipment is displayed on other players that would previously be str bugged (primary weapon issues aside). These and many others were quirky behaviors we had got used to from 2000 but probably don't appeal to selling a game in 2021 that's supposed to look finished. There's obviously a ton of unfinished or terrible stuff which on some level means things like the online glue screens weren't as important as fixing gameplay issues. I personally don't think they would undo synchronization work, nor try to hack around it, to make animation cancelling issues from equipping an item function more like 1.14d when other changes in d2r seem to indicate these sorts of things were intentionally removed.

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Dec 3 2021 03:04pm
Quote (Happymiehl @ Dec 3 2021 10:40am)
What is ptr


Private test realm
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Dec 3 2021 03:11pm
Quote (ekoe @ Dec 3 2021 04:04pm)
Private test realm



Public test realm
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Dec 3 2021 03:11pm
Quote (Sapporo @ Dec 3 2021 03:11pm)
Public test realm


worded that poorly.
did you not get a invite? its been out

This post was edited by ekoe on Dec 3 2021 03:16pm
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Dec 3 2021 03:43pm
Quote (ekoe @ Dec 3 2021 10:11pm)
worded that poorly.
did you not get a invite? its been out


nice sleep
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Dec 3 2021 03:46pm
Quote (mIDDLES @ Dec 3 2021 03:43pm)
nice sleep


:fume: restless
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Dec 3 2021 04:12pm


I agree that fixes to server synchronization are all likely permanent, as these make the game better, albeit different.

One thing that I am surprised didn’t get fixed along with server synch is invisible casts/attacks that originate outside map range. I hope that this gets addressed eventually, but I’m not sure how they would fix it if it wasn’t improved by new servers.
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Dec 3 2021 04:15pm
Quote (gumbardo @ Dec 3 2021 05:12pm)
^kaylin

I agree that fixes to server synchronization are all likely permanent, as these make the game better, albeit different.

One thing that I am surprised didn’t get fixed along with server synch is invisible casts/attacks that originate outside map range. I hope that this gets addressed eventually, but I’m not sure how they would fix it if it wasn’t improved by new servers.


wsg bye bye :cry:
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