a desync occurred in an online-connected D2R session because th

  • At the time of this publication, you are required to play the game in online mode if you want to have the option of playing as a character who could eventually join forces with other players, whether they be friends or strangers. Additionally, all of the characters that you use in this manner will have access to a shared item stash, which is a welcome benefit. Nevertheless, during any online mode sessions, you are required to maintain a persistent connection with the servers hosted by Blizzard, even if you play by yourself. My experiments have shown that it takes approximately seven seconds for an online-connected D2R Ladder Ladder Tips session to desync and come to a screeching halt after an Ethernet cable has been unplugged or a Wi-Fi signal has been lost. Even worse, when you bring that session back online, you will be returned to whichever hub town is closest to the questline that you are currently working on. You will start over in an entirely new world that was generated at random, and all of the local progress you had made will be lost.

    Your progress on higher-level quests and inventory will not be affected in any way. But the progress you made toward a portal or an optional challenge that was filled with loot is lost if you didn't make it all the way there before the game ended. You are forced to fight your way back to where you want to be because the bloody wake left behind by the enemies you tore through disappears as well.

    This Battle. net ping requirement was brought to my attention during my prerelease tests, despite the fact that the player population consisted of only a small number of members of the press. I did not experience any random disconnections while playing, but the game did become choppy approximately once every 15 minutes. It's possible that my character will be moving in one direction when all of a sudden, they'll warp a few feet in the opposite direction, where all of the enemies will be standing. In the normal course of events, this hiccup would not be significant. My character, however, twisted in such a way that she became trapped in a horde of demons while she was engaged in a particularly intense battle. I was able to chug health potions and scramble out of the fight because it was low-level enough, but I can't even begin to imagine the rage I'd feel if something like that happened while I was playing a hard-core character on a much more difficult setting.

    utplay.com

    Blizzard can hem and haw all it wants about how these kinds of online check-ins are meant to protect player safety or maintain the integrity of the gameplay, but the fact remains that they do neither. While I am unable to comment on whether or not those vulnerabilities have been patched, I am confident that Blizzard would like to have some form of control over any random matchmaking population, especially one that involves a carefully tracked ladder of ranked players. The original Diablo II code includes methods for spoofing high-powered items.(By the way, I was unable to test out the game's random matchmaking prior to the launch of the game.)I can understand why Blizzard would want to include a highly regulated online mode as part of the overall offering if they choose to do so.

    However, it's possible that I don't want to participate in any random matchmaking or progression on the ladder. It's possible that I'd prefer to either play the game offline, in which case there won't be any servers to interfere with my session, or directly connect to my friends, in which case I won't have to build a deck full of different characters. It's possible that I'd enjoy it more if I could spend my time offline and with only my close friends focusing on the same magical and medieval warrior, who I've given an idiotic name like TheRealSamShady. In addition, I am presuming that the most dedicated players would prefer not to live in fear of the possibility that a single server glitch could result in an accidental death, which would end their current run. And I'm left wondering how the online environment will perform once it has a bunch of retail customers flooding the service, as opposed to a few critics who weren't able to access the matchmaking menu. I'm not sure how the online environment will perform once it has a bunch of retail customers flooding the service. During the course of my testing, I participated in one online test with a friend using two Xbox consoles, and the experience appeared to be successful, at the very least.

    During the ten hours that I spent testing, I completely forgot about the rest of the world and imagined that I was living in the year 2000. However, these complaints completely ruin the otherwise very good time that I had during testing. I was able to suspend my disbelief long enough to become completely immersed in the aspects of Diablo II that were so strong at the time, particularly its moderation in the distribution of loot. It was not the promise of a brand new shiny trinket every three minutes that made each major foray into a dungeon and each massive battle feel satisfying; rather, it was the game's balance of abilities and combat that made those moments feel good.(Although, it goes without saying that finding a one-of-a-kind claw with two sockets and massive bonuses to mana was a delicious experience.)

     

    I'm not sure whether hopeful players of cheap D2 items (