

I Am Sick And Tired Of Having Sub-Par Hitreg!
#1
Posted 17 July 2016 - 07:42 PM
Look, I may be wrong on my opinions for balance and stuff like like that, but I'm pretty sure when you're hosting a tournament for $130,000+, it's probably a good idea to ensure things like shots not registering, incorrect damage calculations, lag, and disconnects, is kept to an absolute MINIMUM, not, "just as common as on the regular servers!"
Speaking of the regular servers, last night I had a great moment in which I snuck up on a completely stationary Marauder with an exposed back CT. I did what any normal sane player would do, and alpha'd 5 CERMLs into its exposed structure.
What happened next will probably not shock you...
The paper doll didn't even flash...anywhere. The color of the structure didn't change a single bit. I ran around a structure and shot the same Marauder from the front, and the same thing happened. No flashes on the paper doll whatsoever. No damage recorded.
No, the player was not disconnected.
Yes, I have a low ping generally averaging 40-60ms.
Yes, I have done a tracert and have double checked to ensure the path to MWO's servers is as quick as can be.
Yes, I have double checked background processes, firewalls, etc.
I have double checked all of these things because I've had over THREE YEARS to try and squeeze every bit of performance out of my connection to MWO in order to have the best experience, most of it doing absolutely nothing to help improve performance.
It is 100% server side, and quite frankly, I'm completely sick of it.
I can understand mistakes in map design, balance changes, bugs, etc. While annoying, it is completely understandable that developers will make mistakes, and it won't stop me from purchasing a mech pack.
On the other hand, providing stable servers, good connection, and good hitreg is one of the most basic things any multiplayer game should have. Unfortunately, MWO is the ONLY game I have hitreg issues with. CS:GO is fine, Overwatch is fine, etc.
This isn't my first topic on this issue, nor is this any new issue that hasn't been brought up dozens, and dozens, and dozens of times before by other people on the forums. It's time this issue has been addressed (and fixed).
#2
Posted 17 July 2016 - 07:44 PM
Explains all the issues you are having Aresye.
#3
Posted 17 July 2016 - 07:45 PM
You know, there has been nothing in PGI's timetables in the last 2 years that involve "improving netcode".
Welcome to MWO. Would you like a mechpack?
#4
Posted 17 July 2016 - 07:49 PM
Carl Vickers, on 17 July 2016 - 07:44 PM, said:
Explains all the issues you are having Aresye.
That's a fun catch phrase used on the forums, but I'm not in a joking sort of mood right now after realizing that the tournament I am practicing 5 nights a week for is taking place on servers that have some of the worst hitreg out of any game I have ever played.
A minimally viable product still implies a WORKING product. Poor netcode and shoddy hitreg in a multiplayer PvP game is neither "working," nor, "viable."
#5
Posted 17 July 2016 - 07:53 PM
Aresye, on 17 July 2016 - 07:49 PM, said:
A minimally viable product still implies a WORKING product. Poor netcode and shoddy hitreg in a multiplayer PvP game is neither "working," nor, "viable."
I know you are frustrated Aresye, I can see that in your post. You should know by now that this stuff is not looked at by PGI, sending something to Customer Service will get you more action than posting here.
#6
Posted 17 July 2016 - 08:02 PM
Aresye, on 17 July 2016 - 07:42 PM, said:
Look, I may be wrong on my opinions for balance and stuff like like that, but I'm pretty sure when you're hosting a tournament for $130,000+, it's probably a good idea to ensure things like shots not registering, incorrect damage calculations, lag, and disconnects, is kept to an absolute MINIMUM, not, "just as common as on the regular servers!"
Speaking of the regular servers, last night I had a great moment in which I snuck up on a completely stationary Marauder with an exposed back CT. I did what any normal sane player would do, and alpha'd 5 CERMLs into its exposed structure.
What happened next will probably not shock you...
The paper doll didn't even flash...anywhere. The color of the structure didn't change a single bit. I ran around a structure and shot the same Marauder from the front, and the same thing happened. No flashes on the paper doll whatsoever. No damage recorded.
No, the player was not disconnected.
Yes, I have a low ping generally averaging 40-60ms.
Yes, I have done a tracert and have double checked to ensure the path to MWO's servers is as quick as can be.
Yes, I have double checked background processes, firewalls, etc.
I have double checked all of these things because I've had over THREE YEARS to try and squeeze every bit of performance out of my connection to MWO in order to have the best experience, most of it doing absolutely nothing to help improve performance.
It is 100% server side, and quite frankly, I'm completely sick of it.
I can understand mistakes in map design, balance changes, bugs, etc. While annoying, it is completely understandable that developers will make mistakes, and it won't stop me from purchasing a mech pack.
On the other hand, providing stable servers, good connection, and good hitreg is one of the most basic things any multiplayer game should have. Unfortunately, MWO is the ONLY game I have hitreg issues with. CS:GO is fine, Overwatch is fine, etc.
This isn't my first topic on this issue, nor is this any new issue that hasn't been brought up dozens, and dozens, and dozens of times before by other people on the forums. It's time this issue has been addressed (and fixed).
Can only echo what the Pros and Comps tell peons like me when I comment on hinky hit reg: "GitGud Bro. Us pros never have issues, so you're just bad."
*shrugs *
#7
Posted 17 July 2016 - 08:03 PM
Come and play from Australia.
300ms+ every day of the week to anywhere, it'll give you a whole new appreciation for a low ping.
Playing on the tournament server is unplayable for me because everything I shoot at, I actually hit more than half the time
#HITREGGATE2016
Edited by R31Nismoid, 17 July 2016 - 08:04 PM.
#8
Posted 17 July 2016 - 08:05 PM
Bishop Steiner, on 17 July 2016 - 08:02 PM, said:
*shrugs *
To be fair, I thought telling PGI their netcode is garbage doesn't solve the problem, so we stopped and what do you happen to know... it doesn't get magically fixed that way either!
Working as intended™.
R31Nismoid, on 17 July 2016 - 08:03 PM, said:
Come and play from Australia.
300ms+ every day of the week to anywhere, it'll give you a whole new appreciation for a low ping.
I refuse to play on Oceanic in principle because it's really really really bad hitreg. I know that feeling.
Edited by Deathlike, 17 July 2016 - 08:05 PM.
#9
Posted 17 July 2016 - 08:06 PM
Deathlike, on 17 July 2016 - 08:04 PM, said:
To be fair, I thought telling PGI their netcode is garbage doesn't solve the problem, so we stopped and what do you happen to no... it doesn't get magically fixed that way either!
Working as intended.
Ayup. But my sympathy over the issue seems to be getting held up by the irony. It's real, but speaking as a Bad who gets ridiculed if I comment on hit reg, it's really kind of funny, too.
Edited by Bishop Steiner, 17 July 2016 - 08:07 PM.
#10
Posted 17 July 2016 - 08:08 PM
But I do agree. I smacked a stationary Locust 1E today with two cERPPC at close range. Only one of them registered. What should have been a duel-ending shot turned into a drawn-out running fight lasting three minutes.
#11
Posted 17 July 2016 - 08:14 PM
Bishop Steiner, on 17 July 2016 - 08:06 PM, said:
I think many people couch their statements about skill by referencing hitreg as the side caveat exception.
The hitreg in the game is magical after all.
#12
Posted 17 July 2016 - 08:18 PM
I think this is the real sh*t, and it can not change. Just hope we get slight improvements.
#13
Posted 17 July 2016 - 08:19 PM
Aresye, on 17 July 2016 - 07:49 PM, said:
A minimally viable product still implies a WORKING product. Poor netcode and shoddy hitreg in a multiplayer PvP game is neither "working," nor, "viable."
Well, the goal is a minimally viable product. We just ain't there yet.

#14
Posted 17 July 2016 - 08:27 PM
#15
Posted 17 July 2016 - 08:32 PM
#16
Posted 17 July 2016 - 09:21 PM
- For every hinky hit-reg shot that doesn't register, a couple dozen do.
- If you're having hit-reg issues, chances are so too are other players in your match.
Point being, while annoying... It all sort of equals out in the end. Getting bent over a few hinky shots out hundreds is kind'a losing perspective.
#17
Posted 17 July 2016 - 09:27 PM
DaZur, on 17 July 2016 - 09:21 PM, said:
- For every hinky hit-reg shot that doesn't register, a couple dozen do.
- If you're having hit-reg issues, chances are so too are other players in your match.
Point being, while annoying... It all sort of equals out in the end. Getting bent over a few hinky shots out hundreds is kind'a losing perspective.
And one should ask.... How often have we been the beneficiary of bad hit reg and never knew it?
Mind you, I'd prefer good reliable hit reg, but like you said it does tend to go both ways.
#18
Posted 17 July 2016 - 09:37 PM
#19
Posted 18 July 2016 - 01:08 AM
Aresye, on 17 July 2016 - 07:42 PM, said:
Look, I may be wrong on my opinions for balance and stuff like like that, but I'm pretty sure when you're hosting a tournament for $130,000+, it's probably a good idea to ensure things like shots not registering, incorrect damage calculations, lag, and disconnects, is kept to an absolute MINIMUM, not, "just as common as on the regular servers!"
One of our last tourney games enemy Kodiak froze up then teleported 100m sideways right in front of me. Our own Jenner was running in quantum leaps every 1.5 seconds. Funniest thing is that they keep patching the tourney client that is supposed to be untouchable after tourney started and it only makes matters worse.
Working as IntendedTM.
Minimally Viable TournamentTM.
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