Diablo III - Rubberbanding netcode/bad servers + melee + Inferno = /wrists

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Published on ● Video Link: https://www.youtube.com/watch?v=Qlxhs5WZlNI



Diablo III
Game:
Diablo III (2012)
Duration: 1:52
2,467 views
8


(Actual problems occur at 0:33 and 1:39 respectively, pretty freaking obvious)

Let me preface this by saying this isn't a melee rant, nor this isn't an inferno rant. I'll bite and play Blizzard's game because I'm a masochist, and figuring out something that works has been quite rewarding in its own right.

There seems to be a sporadic yet persistent issue with rubberbanding in situations where there is absolutely no reason to. If a mob uses skills that affect movement (i.e. jail, vortex, or even snares) then sure, the client should push you back to where you were as far as the server is concerned ONCE when those skills occur. For other shit like simply taking certain types of damage (or... just completely sporadically), the game also seems to push you back, sometimes up to a duration of several SECONDS.

Take a look at the video. My latency bar is green throughout (~130ms) and I literally died to this pack 4 times prior, all of which was no fault of my own. (just chalk up the end of the video to being so hilariously aghast at what had just happened)

The walls couldn't have prevented me from going where I wanted to go even taking client-server discrepency/latency into account. None of the attacks performed by the enemies at the point were position-changing abilities. The rubberbanding was literally over a second at points, absolutely not explainable by a 130ms latency, and not explainable by skills the mobs were performing.

Whenever it happens, it starts happening for a few hours on end, which leads me to believe it is in part infrastructure/server related, but let me reiterate, THERE IS NO REASON FOR THE CLIENT TO FORCE YOU BACKWARDS MORE THAN HALF THE TIME IT DOES. Why even bother having client prediction in the first place if the server is going to override it in a ridiculously, pointlessly stringent manner?

Maybe Blizzard intended for melee to have a harder time in harder difficulties. That's fine by me, but as it is, trying to even make headway in Inferno (corpse running to bosses kinda counts, but in a different way; I digress) feels like punching myself in the teeth over and over. This happens more than half the time on Champion packs that would otherwise be killable. Obviously I'm not saying I'd pull -all- of the ones I come across, but gee, seriously. This is the main reason I'm just simply abstaining from Hardcore for the moment. (Aside from the obvious HC = launch with guaranteed flaky playing conditions isn't a good idea)

Fix your net code. Or fix your servers. Either would prevent the issue from happening. Or you could be extra nice and do both.







Tags:
Diablo
3
rubberbanding
muxed



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