![]() Months of patches and communication have proven that Kakao really doesn't have access to or detailed knowledge of much of the game's inner-workings. It's entirely possible (and probably likely) the game's net-code was designed around a KR's faster infrastructure, but that's hardly an excuse when the game has been released in its publisher-and-developer-declared market-ready form to NA and EU customers. The developers might be able to, but that's probably in PA's hands more than anyone else. ![]() 80-100 ping is noticeable, but desync is a result of a failure to communicate between the server and client (losing "sync"), and not simply a natural bi-product of latency. This one is thrown around quite often, and while this may be part of the problem, it's hardly unsolvable, as can be proven by a wide variety of online, reflex-based games that do at least mostly well on this infrastructure. What definitely is not the cause of desync is EU/NA network infrastructure. However, without inside-knowledge of both the server infrastructure and the game's net-code, it's impossible to truly know exactly how to "fix" the desync. ![]() The servers are unable to handle the traffic required to keep the game running smoothly. This is further supported by BDO's regular server issues, particularly around prime-time and and large clumps of players. Several people have argued that Kakao has used cheaper options that are the true root of our desync issues, and some connection tests have shown servers to be major bottlenecks. Many players have also argued the NA/EU desync could be fixed, or at least mitigated, with better server infrastructure. For this reason, I personally believe that the core issues causing desync lie somewhere in the game's net-code, but I honestly could not tell you how to properly diagnose and fix the issue. The core problem with BDO's desync is how long it can often last, with a player appearing well out of their position for several seconds before magically teleporting away to safety. This can be compensated for with better "net-code", the simple term for the incredibly complex and varied parts of the game that attempt to connect players and subsequently compensate for the natural lag of player connections over large distances. The client and server disagree on the exact position of something (generally a player, since PvP is where desync really becomes noticeable). Somewhat more complicated but still probably incomplete answer: Desync is, by nature, a primarily server-side issue. The developers might be able to, but that's probably in PA's hands more than anyone else.
0 Comments
Leave a Reply. |