Page 1 of 2 12 LastLast
Results 1 to 10 of 13

Thread: Enemy Syncing

  1. #1

    Default Enemy Syncing

    Do we have any confirmation on whether or not all of the enemy positions are synced server-side as opposed to client side?

    This is a make-or-break issue for me!

    From PSO onward the game has always worked like this: All enemy positions are synced client-side. Damage dealt to the enemy is the only thing that is universal for all people playing. This was not a problem in PSO since characters moved almost 'stiffly', and players couldn't flip around enemies, send them flying away, etc. This became an issue in PSU because they were still using this archaic method with an updated combat system where knocking around enemies was very dynamic. This lead to some ridiculous looking battles where you'd notice your buddy off in the corner slashing at the air, while the enemy being damaged was on the other side of the room, flinching and spazzing out while damage numbers flashed.

    It was stated in a developer's blog that the only exception to this rule was boss battles, in this case the boss was synced to whatever was on the party leader's screen.

    Is anyone else even concerned about this? I don't see it mentioned here much but it was probably the worst part of PSU to me. It seems like a team can't be genuinely using teamwork when your enemies aren't even together. You can't play bodyguard, or knock an enemy over to a teammate's direction for a double-attack. Things like that would make this game so much more dynamic!!!

    Consider that now you can actually throw enemies in PSO2. This could get ugly.

  2. #2

    Default

    Throwing an enemy will most likely automatically re-sync them. To be honest, you shouldn't expect 1:1 syncing.

    The reason? In the video the hits are registering almost immediately. That is almost a tell-tale sign that the enemies don't ping the server before they're allowed to change states -- the hits seem to register clientside first. This means the game will probably TRY to sync them, but if they fall out then it's not going to reposition them at all. This is preferred because the game has a much more precise collision engine. If they ever want to include anything like combos and more solid gameplay, they're unfortunately going to have to sacrifice perfect sync with the enemies. Otherwise blocking, counter attacking, ect will be like playing a fighting game with terrible latency lag.


    On the flip they can make the game consult the server for flinching first, and then we have to deal with delay. If the game ever becomes more skill-based, that's going to be absolute suicide.


    I'd count on huge enemies (like leaders, rockbears) and bosses being synced for everyone. But other than that....i dont think its gonna happen. especially if this game goes global...




    It's going to come down to what it always is on online videogames: If your in a room with people with good connections, then expect to be well-synced. Otherwise, if someone lags, then there's no telling how they'll fall out of sync. Regardless of how you put it...the issue is not easily solved no matter how you look at it. It would be a serious feat for them to have everyone say synced, like in an a Halo Reach Matchmaking round or something. I dont know much about network programming, but im skeptical they could get it right...
    Last edited by Serephim; Aug 19, 2011 at 05:16 AM.

  3. #3

    Default

    I guess I just got spoiled by TERA's syncing. I wish PSO2 could do that.

    It just seems like it can be done.

  4. #4
    Keeper of Precepts Hrith's Avatar
    Join Date
    Jan 2003
    Location
    Gallifrey
    Posts
    9,186

    Default

    Quote Originally Posted by Serephim View Post
    In the video the hits are registering almost immediately. That is almost a tell-tale sign that the enemies don't ping the servers.
    Not really. PSU JP (for Japanese players) was like that. Very low ping + servers a few kilometers from your place = seemingly instant hits.

  5. #5

    Default

    Oh yeah. I forgot about this cancer.

    Well, PSO could do it :3

  6. #6
    Endless Possibilities Vashyron's Avatar
    Join Date
    Jun 2007
    Location
    Confirmed, Sending Supplies.
    Posts
    1,967

    Default

    No PSO couldn't do it. It was just less likely to happen due to stuff not being able to be knocked around and much less apparent when it did happen.

    In fact it's synching could even be as bad enough that the monster is dead to some players and not others. Making it seem to some that a ally is getting hit by something invisible.

  7. #7
    Vulcan Taint Pincher moorebounce's Avatar
    Join Date
    Oct 2006
    Location
    Mid West
    Posts
    1,071

    Default

    I've even seen players still getting hit even after you've cleared a room or map of enemies. This issue however isn't a deal breaker for myself.
    PSO2 JP Ship 2 Jazmin - HUcaseal - Team: Paranoia-Gaming
    PSO2 NA Ship 3 Orro Munroe HUcaseal - Team: Dark Alliance

  8. #8
    The Betterer guy Ark22's Avatar
    Join Date
    Apr 2011
    Location
    Queens, New York
    Posts
    1,766

    Default

    Well we may have the technology guys. Also did anyone else notice the baboons change colors?


    Thanks to Vashyron =D!

  9. #9

    Default

    Only color changing I've noticed is from debuffs.
    Inflicting certain status effects on enemies will change their color for that duration.
    For example, if you poison something, it will turn purple.

  10. #10
    A proud PSOW member SELENNA's Avatar
    Join Date
    Dec 2002
    Location
    In a red box, waiting for you!
    Posts
    301

    Default

    Quote Originally Posted by Ark22 View Post
    Well we may have the technology guys. Also did anyone else notice the baboons change colors?
    I was wondering if it was part of a skill and why it changed color.

Similar Threads

  1. New Rare Enemy...
    By Arajuna in forum PSO General
    Replies: 8
    Last Post: Mar 21, 2001, 06:37 AM
  2. Enemy BOODY parts questions
    By Anthroplasm in forum PSO General
    Replies: 1
    Last Post: Mar 5, 2001, 07:45 PM
  3. Rare enemies
    By Jim2001 in forum PSO: Mag, Quest, Item and Section ID
    Replies: 3
    Last Post: Mar 4, 2001, 05:36 AM
  4. know your enemy (cheaters)
    By kien_reluctant_hero in forum Cheaters (Closed)
    Replies: 0
    Last Post: Mar 1, 2001, 04:36 AM
  5. does sync drop faster on higher levels???
    By The_Neon_Samurai in forum PSO: Mag, Quest, Item and Section ID
    Replies: 6
    Last Post: Feb 28, 2001, 01:04 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •