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Requesting Update On Network "roadmap"


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#1 Aegis Kleais

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Posted 10 March 2013 - 04:50 PM

Since the HSR did not do anything for the netcode issues (as feared), is it possible to get an update on the next planned major change for the network code?

#2 Chavette

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Posted 10 March 2013 - 04:53 PM

Sad truth is, apart from very small changes, smaller than the feb5 slight lag fix, only regional servers will have a large effect on latency issues.

#3 Thuzel

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Posted 10 March 2013 - 07:53 PM

I noticed a big difference when they turned it on, but I was their perfect audience for it. I have a steady latency and like lasers, so the partial implementation of HSR was aimed right at me. All told, I'm finding hit registration to be much much much more reliable than it was just a month or two ago.

But keep in mind that they're still not done. They had one netcode patch in January, and only a partial implementation of HSR (for lasers only) in the last one. They need to release HSR for ballistics and probably one or two more general patches for netcode before they're done. They've still got a lot of work to do...

#4 Ralgas

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Posted 10 March 2013 - 09:06 PM

View PostAegis Kleais, on 10 March 2013 - 04:50 PM, said:

Since the HSR did not do anything for the netcode issues (as feared), is it possible to get an update on the next planned major change for the network code?


what issues are you getting, since the feb 5 patch and a vid card update i'm splatting pretty much anything that moves within reason on a 250+ ping, and only getting choppy animation when 3 or more mechs are breaking the 120km mark in close proximity.

Does your ping jump around a lot? It's been noted that state rewind may actually make things worse if that is the case.

#5 Aegis Kleais

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Posted 11 March 2013 - 05:13 AM

View PostmiSs, on 10 March 2013 - 07:57 PM, said:

Hello! May I suggest to request this in the form of a question for the next Ask The Devs?

The question thread will be posted tomorrow. :)

Actually, I was waiting on ATD 34 to open up and do just that. Mindreader miSs. :) May be some weeks before I find out why, and I might just get a "No Plan" or "No ETA", but it's the next hope for me, so it won't hurt for me to ask.

#6 Roland

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Posted 11 March 2013 - 05:17 AM

Currently, it only applies to lasers and other instant hit weapons. I think the next step is for them to apply it to the other types of weaponry.

#7 TheMagician

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Posted 11 March 2013 - 05:19 AM

View PostRoland, on 11 March 2013 - 05:17 AM, said:

Currently, it only applies to lasers and other instant hit weapons. I think the next step is for them to apply it to the other types of weaponry.



Lasers, machine guns and flamers. And yes, they do plan to implement it for the other weapons soon. I think it has worked very well for people, at least from what my teammates are telling me.

#8 Aegis Kleais

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Posted 11 March 2013 - 05:20 AM

View PostRalgas, on 10 March 2013 - 09:06 PM, said:


what issues are you getting, since the feb 5 patch and a vid card update i'm splatting pretty much anything that moves within reason on a 250+ ping, and only getting choppy animation when 3 or more mechs are breaking the 120km mark in close proximity.

Does your ping jump around a lot? It's been noted that state rewind may actually make things worse if that is the case.

The previous patch, I believe for the most part, addressed my ping fluctuating a lot in this game (was going from 80ms to 140ms repeatedly in game) The major issue I"m left with is that shots either (a), don't register when visually hitting, ( :) hit an area that I did not visually, © Visually hit AND blink to show a hit registered, but no damage is applied or (d) visually hit and blink to show a hit registered, but does not apply the proper amount of damage.

For example, I have a config that can 2-alpha kill a Jenner in TG (yeah, it's standing still) but in game, when a Jenner overheats and is not moving, I'll take the same shots and after 3-4 alphas, the thing has powered back up, ran off, and maybe had it's CT armor go to orange (with armor, not showing internals)

Stuff like that just happens far too often in the game; Most of the time, people have respectable pings, but damage just doesn't seem to be applying right. I've played with friends who've stated that the last netcode and HSR really helped them out as far as their issues go, so that shows that PGI's changes are definitely having positive effects on a lot of players; it's just that whatever they've done hasn't had any noticeable effect for my setup.

(For clarification, most of my configs are energy/laser-heavy with missiles as backup)

Edited by Aegis Kleais, 11 March 2013 - 05:21 AM.


#9 Chrithu

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Posted 11 March 2013 - 05:31 AM

Well as was already said: Apart from regional servers (which are coming for EU at least) I do not see much else but State Rewind that can be done code wise. Latency and Jitter aren't produced by the client or server software. And while issues with constant latency can be dealt with through the state rewind techniques quite well there isn't very much option to mitigate jitter issues in a similar well working manner.

As far as the ravens go: Due to their Hitboxprofile they aren't a good test subject to judge wether HSR is working well for you or not. Try it on jenners, commandos, spiders, cicadas. On those HSR has done wonders for me when using lasers. Ravens I still do not hit with hitscan weapons.

Edited by Jason Parker, 11 March 2013 - 05:34 AM.


#10 Billygoat

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Posted 11 March 2013 - 06:23 AM

Playing with an average 280-300ms ping from Western Australia, HSR has made an absolute massive difference for me. At least with lasers. Lasers are a scalpel now and it's awesome. It's loads of fun shaving the ears off Catapults or blasting circle-strafing Cicadas with a laserboat and actually hitting what I'm shooting at. Ravens are still a problem of course because of their screwy hitboxes, but that may actually get addressed soon now that it can be properly identified as an issue of it's own and not just a symptom of lagshield.

Projectiles still have that unpredictable delay before firing, but seeing how well the network code monkeys have done with HSR for lasers I am (and this is a big deal for me) actually pretty positive about PGI's ability to handle it.

#11 Aegis Kleais

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Posted 11 March 2013 - 06:47 AM

View PostBillygoat, on 11 March 2013 - 06:23 AM, said:

Playing with an average 280-300ms ping from Western Australia, HSR has made an absolute massive difference for me. At least with lasers. Lasers are a scalpel now and it's awesome. It's loads of fun shaving the ears off Catapults or blasting circle-strafing Cicadas with a laserboat and actually hitting what I'm shooting at. Ravens are still a problem of course because of their screwy hitboxes, but that may actually get addressed soon now that it can be properly identified as an issue of it's own and not just a symptom of lagshield.

Projectiles still have that unpredictable delay before firing, but seeing how well the network code monkeys have done with HSR for lasers I am (and this is a big deal for me) actually pretty positive about PGI's ability to handle it.

See, THIS is what I think HSR was designed to do. For people who are dealing with larger than average pings, be it because they are far from the server, or their enemies are, this works to help alleviate that (which is, IMO, a band-aid on the fact that hopefully the game will just have servers more local to said players instead)

It's kinda tough, because with the game as it is now, I just don't want to play it. I've been looking for an upcoming network/netcode-related update that's slated for the game, but I've just heard next to nothing. I think it's one of those deals where PGI considers the issue "good enough" since for the majority it works well enough. Sure, PR says to state something like "We're always looking into making our netcode better", but the sad fact of the matter is that this is an excuse and is designed to placate. Because this issue has been around for months and months, I've understandably lost a lot of faith that it will be addressed.





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