Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The fundamental problem with the game is that the netcode and gameplay loop completely fall apart at high ping. If you've ever played this game at poor ping you know what I mean.
Enemy attack and your life are calculated locally and are locally authoritative. your position and abilities need are server authoritative. This means that you can lose control of your character but the mobs can still attack you.
Worse yet a lot of the gameplay loop is reaction based like when the exploding monsters spawn in during a hell tide. The idea is that you move out of the way but often you just rubberband right back into the explosion and die.
The issue is that now that gold is more precious players on bad servers will spend tons on repairs and won't be able to engage with the high end gold sinks.
While the servers might hiccup now and then, esp. during high load times, like 1st day of season, they seem fine to me, so most of these "extreme" experiences are most likely either due to your ISP/gheneral connectivity, or at some point en-route to the servers. Depending on infrastructure and server location, a problem with a specific node en-route to the servers might not be a problem with other games, that take another route to their respective servers.
And the game being not suitable for high ping gameplay, no ♥♥♥♥ Sherlock, like the always-on requirement it comes with the initial design of the game, so basically if you can't get a reasonable ping for whatever reason, you should go look for something else to play.
While Blizz sure does calculate tight (like everyone else) and try to just provide enough server capacity, so any "spikes" in player numbers online might get them struggling. But they actually have improved on that issue over the years, when I remember back in the first years of WoW, there even was the general saying "never play on patch day", not only because patches might introduce new problems, that will take a few days to fix, but especially because on "patch day" the server load and wait times would skyrocket.
So while there still might be temporary server issues, or unforseen (in their tight calculation) "overloads", the general server stability is really good, and mostly well ahead any competition I have played.
Btw. try out a Flicker-Multistrike build in PoE, then tell me about rubberbanding and lag issues.
A game's networking infrastructure need to be designed around the type of game it is and what type of problem can happen with poor connections in that type of game. Fighting games (modern ones) use roll back to return the entire match back to a previous gamestate if something comes in late. Shooters often use a P2P network with a physics host (either in the node or centralized). MMOs have everything centralized because they are slow games that completely break when people cheat so instead the games content is designed around long slow animations, minimal consequences, and OP abilities that can turn a situation around on stupidly long timers.
And then the exploding instantly mobs spawn in while your stuck and you can't get out of the circle