#1
Posted 15 November 2012 - 01:03 AM
#2
Posted 15 November 2012 - 06:09 AM
This wasn't the case for me a month ago, and I've seen other people reporting the same thing so I know it isn't just me.
#3
Posted 15 November 2012 - 06:33 AM
#4
Posted 15 November 2012 - 07:51 AM
#5
Posted 15 November 2012 - 07:54 AM
#7
Posted 15 November 2012 - 09:11 AM
#8
Posted 15 November 2012 - 09:40 AM
#9
Posted 15 November 2012 - 10:09 AM
Almost 100% sure no one in this thread knows what "netcode" is...
I read here symptoms of packet loss, low framerate, high latency, and the crappy optimization of the CryEngine.
Love the buzzword "netcode"
#10
Posted 15 November 2012 - 03:18 PM
Treckin, on 15 November 2012 - 10:09 AM, said:
Almost 100% sure no one in this thread knows what "netcode" is...
I read here symptoms of packet loss, low framerate, high latency, and the crappy optimization of the CryEngine.
Love the buzzword "netcode"
IMO, they have a big conceptual problem with the netcode.
The path chosen so far is that as much as possible is server-side: hit detection, projectiles, all that stuff. They have tried to neglect obvious downsides of this path with predictions, but predictions work badly with true RNG (human).
So, I really doubt packet loss and stuff, more likely it is the very idea. Don't get me wrong, the idea has its profits (like no speedhacks), but not for a shooter, where hit detection is critical.
And, seriously, I'm not sure anything can be done about it globally. Just improve the prediction function, remove technical issues (like packet loss) if any present and hope for the best. Or change the concept, move things like hit detection to client-side - and get prone to different hacks, the fact that for this all the "netcode" (or big part of it) should be rewritten aside.
It is really, really concerning me, actually, as a coder.
#11
Posted 15 November 2012 - 04:22 PM
#12
Posted 15 November 2012 - 04:28 PM
#13
Posted 15 November 2012 - 04:46 PM
Treckin, on 15 November 2012 - 10:09 AM, said:
Almost 100% sure no one in this thread knows what "netcode" is...
I read here symptoms of packet loss, low framerate, high latency, and the crappy optimization of the CryEngine.
Love the buzzword "netcode"
Their code for prediction is the root cause for about 50% of the problems. So yes "netcode" is applicable here.
#14
Posted 15 November 2012 - 06:07 PM
Treckin, on 15 November 2012 - 10:09 AM, said:
Almost 100% sure no one in this thread knows what "netcode" is...
I read here symptoms of packet loss, low framerate, high latency, and the crappy optimization of the CryEngine.
Love the buzzword "netcode"
A rose by any other name...
That's the (only) great thing about the English language. If enough people use a word in a certain way, the meaning of the word can change to match the use. Even if it's just for a microcosm of the internet, such as these forums.
#15
Posted 15 November 2012 - 08:20 PM
It's very aggravating to play the game with tons of lolJenner and Trial Commandos running everywhere with little twitches trying to hit your target.
#16
Posted 16 November 2012 - 12:00 AM
#17
Posted 16 November 2012 - 03:14 AM
RadicalTed, on 15 November 2012 - 01:03 AM, said:
yes. i often hit scouts with ballistics (i see the explosion on the target) and then looks like they even haven't a scratch on the paint.
#18
Posted 16 November 2012 - 05:19 AM
#19
Posted 16 November 2012 - 05:32 AM
Maybe we should nerf dodging and slow down the lights for those that can't aim, have low spec machines and/or bad pings.
#20
Posted 16 November 2012 - 05:35 AM
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