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Is The Netcode Still Trash For Everyone?

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#1 RadicalTed

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Posted 15 November 2012 - 01:03 AM

I still have to lead by a fairly significant amount and now I feel people actively exploit the prediction by snaking left and right, causing really insane warping.

#2 Icebound

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Posted 15 November 2012 - 06:09 AM

Not only is netcode still messed up, but I often get tremendous lag spikes while my ping remains at ~70-80 that last for either seconds or up to half a minute where I can't do anything but warp helplessly around the map.

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 Name60014

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Posted 15 November 2012 - 06:33 AM

I snake left and right to avoid fire regardless of netcode. It's still crappy, and it gets worse the more lights are in a match.

#4 Bagheera

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Posted 15 November 2012 - 07:51 AM

I see lag-shielded CN9-Ds.

:P

#5 EnigmaNL

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Posted 15 November 2012 - 07:54 AM

Yes it's still bad. There are only a hundred topics about this :P

#6 Undead Bane

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Posted 15 November 2012 - 09:06 AM

View PostBagheera, on 15 November 2012 - 07:51 AM, said:

I see lag-shielded CN9-Ds.

:lol:

Pffft. I see lag-shielded AWS-9Ms :P

#7 Promptus

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Posted 15 November 2012 - 09:11 AM

http://piranhagames.com/Careers.html

They are still looking for a network programmer.

#8 Lusankya

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Posted 15 November 2012 - 09:40 AM

I don't even aim straight at the mechs anymore. I just aim a little left or right and hope for the best :wacko:. Not the best solution but hey what can you do it's beta.

#9 Treckin

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Posted 15 November 2012 - 10:09 AM

Tin foil hats on.

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 Undead Bane

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Posted 15 November 2012 - 03:18 PM

View PostTreckin, on 15 November 2012 - 10:09 AM, said:

Tin foil hats on.

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 Bitey001

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Posted 15 November 2012 - 04:22 PM

Yep.

#12 Frenchtoastman

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Posted 15 November 2012 - 04:28 PM

The rubberbanding and strange loops even affect the bigger mechs sometimes.

#13 Az0r

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Posted 15 November 2012 - 04:46 PM

View PostTreckin, on 15 November 2012 - 10:09 AM, said:

Tin foil hats on.

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 The Cheese

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Posted 15 November 2012 - 06:07 PM

View PostTreckin, on 15 November 2012 - 10:09 AM, said:

Tin foil hats on.

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 Bitey001

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Posted 15 November 2012 - 08:20 PM

Netcode, lag shield, twitch, jenner teleporting. Whatever the heck you want to call it.. YES it is real problem.

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 Kamatayan

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Posted 16 November 2012 - 12:00 AM

Actually for me, it's worse than ever before.

#17 Corrado

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Posted 16 November 2012 - 03:14 AM

View PostRadicalTed, on 15 November 2012 - 01:03 AM, said:

I still have to lead by a fairly significant amount and now I feel people actively exploit the prediction by snaking left and right, causing really insane warping.


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 AntharPrime

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Posted 16 November 2012 - 05:19 AM

Heck, I've seen lag-sheilded Atlases on the field.

#19 Hovertank

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Posted 16 November 2012 - 05:32 AM

I have none of these so called 'netcode' or 'lagshield' issues. Snaking left and right is not an exploit... it's called dodging.

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 BorgT6

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Posted 16 November 2012 - 05:35 AM

One patch ago i didnt have the lag issue its weird atm





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