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#1 topgun505

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Posted 09 July 2013 - 07:34 PM

To heck with LRM balance
To heck with PPC/ERPPC balance (can't believe I'm saying that)
To heck with ELO/MM performance

FIX FRIGGIN SHOT REGISTRATION!

Just was in a match in a BJ with 2 ERPPCs and shot a LRM Stalker at point blank range and for 3 alphas in a row none of the shots registered AT ALL on the paperdoll readout.

For a game that is 'nearly' to release, that is an unacceptable performance issue.

If the basics of the game don't even work right, how can you even have a glimmer of hope of balancing it as far as weapon stats??

EDIT: I generally run at 30-40 ping so lag issue shouldn't be a factor here.

Edited by topgun505, 09 July 2013 - 07:36 PM.


#2 Nothing Whatsoever

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Posted 09 July 2013 - 07:44 PM

My ping is low like yours and I see that too often also, and lag teleporting/rubberbanding from time to time.

With energy it is harder to tell, but with an ammo dependent weapon you might see the ammo counter not go down with the weapon firing.

I've also noticed I can't change zoom when it happens to me.

My guess is it something between us, the client, and the server, since the server is authoritative with data sent and received.

#3 Urdnot Mau

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Posted 09 July 2013 - 09:06 PM

I'm not sure if they even said something about hit detection... even though a lot of people is complaining about it

#4 Theodor Kling

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Posted 09 July 2013 - 09:57 PM

My pings average around 120-140, so not as good as yours but I also see hit detection errors. Nowhere near as extreme as 3x2 shots in a row not registering, but sometimes only a few of my SRMs ( yes.. I use SRMs, I refuse to use PPCs mostly :ph34r: ) detect, and yesterday screen shake and blue lights definetly told me that I was hit by someones PPC, but no dmg showed up.

#5 kuangmk11

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Posted 09 July 2013 - 10:07 PM

View PostUrdnot Mau, on 09 July 2013 - 09:06 PM, said:

I'm not sure if they even said something about hit detection... even though a lot of people is complaining about it

Probably because they have NO CLUE how to fix it, so they won't even acknowledge the issue. People have been complaining about it for months.

#6 jakucha

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Posted 09 July 2013 - 10:13 PM

View Postkuangmk11, on 09 July 2013 - 10:07 PM, said:

Probably because they have NO CLUE how to fix it, so they won't even acknowledge the issue. People have been complaining about it for months.


Maybe they do, maybe they don't. They were hiring a network engineer previously though.

#7 Oktoglokk

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Posted 09 July 2013 - 11:02 PM

Was just about to start a topic on this issue, scrolled down to find this thread.

I don't have examples as extreme as the OP's, what I do have is a high ping and consistent failure of hits to register. Worst recent example; drop in AC40 Jagermech. Land (from my perspective) 5 perfect AC40 torso hits on enemy Cataphract all within 180m, plus 5 medium laser hits. I die. Damage total 138.
Every single shot I take I have to second-guess my aim - should I lead that little bit further in front of the target to take lag and crappy hit rego into account? Should I even bother taking the shot? Is the enemy mech standing still enough or moving in a straight enough line for my shot to connect?
Half the time I just ignore lights because there's no point wasting ammo and overheating my mech trying to hit them.

I'm in Australia and typically have a 255-300 ping. I often wonder what it must be like to play this game with a <100 ping.
What are the obstacles to establishing local servers?

#8 jakucha

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Posted 09 July 2013 - 11:11 PM

View PostOktoglokk, on 09 July 2013 - 11:02 PM, said:

What are the obstacles to establishing local servers?


Nothing stopping them as far as I know. They've said in the GDC videos something along the lines of they're considering adding local servers for other countries.

#9 Theodor Kling

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Posted 09 July 2013 - 11:41 PM

View PostOktoglokk, on 09 July 2013 - 11:02 PM, said:

I'm in Australia and typically have a 255-300 ping. I often wonder what it must be like to play this game with a <100 ping.
What are the obstacles to establishing local servers?

Like the opening post , and my self showed: bad hit registration is, although maybe related to ping, not exclusively dependent on it.
Problem with regional servers ( at least for now) might be player numbers. If the some times pretty elo independent matchmaking is any indicator, there are times when not that many people are on. If you split those onto regional servers matchmaking would get worse.

#10 Hawks

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Posted 10 July 2013 - 02:28 AM

Yep, I've been suffering from this a lot recently. Not good.

#11 Lugh

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Posted 10 July 2013 - 05:44 AM

View PostOktoglokk, on 09 July 2013 - 11:02 PM, said:

Was just about to start a topic on this issue, scrolled down to find this thread.

I don't have examples as extreme as the OP's, what I do have is a high ping and consistent failure of hits to register. Worst recent example; drop in AC40 Jagermech. Land (from my perspective) 5 perfect AC40 torso hits on enemy Cataphract all within 180m, plus 5 medium laser hits. I die. Damage total 138.
Every single shot I take I have to second-guess my aim - should I lead that little bit further in front of the target to take lag and crappy hit rego into account? Should I even bother taking the shot? Is the enemy mech standing still enough or moving in a straight enough line for my shot to connect?
Half the time I just ignore lights because there's no point wasting ammo and overheating my mech trying to hit them.

I'm in Australia and typically have a 255-300 ping. I often wonder what it must be like to play this game with a <100 ping.
What are the obstacles to establishing local servers?

at 50MS I did this to a raven running backwards from me in the tunnel in river city. Only the sixth shot finally registered and cored him (it hit the same Paperdoll location the previous 5 did)...

#12 Ronstar

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Posted 10 July 2013 - 08:52 AM

View Postjakucha, on 09 July 2013 - 11:11 PM, said:


Nothing stopping them as far as I know. They've said in the GDC videos something along the lines of they're considering adding local servers for other countries.


This is what will fix HSR, add local servers for the different countries. Every online game that I have played in the past and was worth a $h1t had their own servers for each countries region for this very purpose. People in the USA hardly played pvp on servers in other countries due to ping issues. PGI needs to do the same. Make Asian, European and North American Servers and remove or fix HSR for each region.

#13 Ronstar

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Posted 10 July 2013 - 08:55 AM

View PostTheodor Kling, on 09 July 2013 - 11:41 PM, said:

Like the opening post , and my self showed: bad hit registration is, although maybe related to ping, not exclusively dependent on it.
Problem with regional servers ( at least for now) might be player numbers. If the some times pretty elo independent matchmaking is any indicator, there are times when not that many people are on. If you split those onto regional servers matchmaking would get worse.



I call bull**** on this thought. The game would be better and attract more players instead of chasing new players away due to game functionality.

#14 FREDtheDEAD

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Posted 10 July 2013 - 07:02 PM

PGI have said there are known problems with player ping jitter and HSR. They intend to fix this (soon, please!). Reportedly the last resort is measuring each players ping at high frequency so HSR can track the variations in timing that are currently throwing out calculations.

#15 Theronlas

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Posted 10 July 2013 - 10:39 PM

View PostRonstar, on 10 July 2013 - 08:52 AM, said:


This is what will fix HSR, add local servers for the different countries. Every online game that I have played in the past and was worth a $h1t had their own servers for each countries region for this very purpose. People in the USA hardly played pvp on servers in other countries due to ping issues. PGI needs to do the same. Make Asian, European and North American Servers and remove or fix HSR for each region.


HSR worked fine for a while, dont know what they did to it in the last month or so though.

Even if you have the servers spread out doesn't really help us Aussies, unless they put one here. Most of our ISPs route traffic to the rest of Asia via the US so pings on a SE Asian server would be worse. Not enough demand for an AU server in all likelihood either.

I only really notice this at close range, I can snap shoot at mechs 600m away fine, but cant hit them in the back from point blank B).

#16 kuangmk11

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Posted 10 July 2013 - 11:36 PM

I don't think it has anything to do with ping. A lot of the time you fire a group of weapons together and half of them register and the other half doesn't.

#17 Mr T

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Posted 11 July 2013 - 01:16 AM

Its not a HSR or Ping issue, at least not in the same sense as shots missing because the server thinks a mech is somewhere else, as opposed to where you are seeing it. I've had this happen frequently with AC/20 and PPC shots, basically the ballistic shot weapons (in terms of projectile behavior, not actual weapon type) on mechs which are not even moving and have stood still for a good amount of time, while my ping is consistently on the low end, around 50ms. I will often have mechs with pairs of PPCs, 20s or Gauss with each of the two weapons on a separate control group, so I can fire one at a time, but both in quick succession to increase my chances of landing a viable hit.

Either way, I agree, its pretty stupid how persistent this problem has been with little word about it.

Edited by Mr T, 11 July 2013 - 01:17 AM.


#18 Nightfire

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Posted 11 July 2013 - 05:07 AM

I emailed support about a number of things, most of them hit registration related. The email was as follows:

Quote

These are a list of bugs that have been prevalent for some time that you may or may not know about:
1. Hit Registration (Probably Hit State Rewind): While this somewhat works, it sometimes just refuses to function with the following effects:
a. I will sometimes (still) have to lead my targets again. Firing directly at a target will provide all the graphical effects of hitting (client side believes I have hit) but nothing will register. No rag doll or reticule flash to indicate a hit. If I lead the target and shoot the air in front, it will appear that I have missed, the effects will show the shot hitting air but the reticule will go red, the rag doll will flash and damage will register.
b. Sometimes I will shoot at a target and the projectiles will pass right through the target with no effect. No recital change, no rag doll flash and the projectiles will explode on whatever they hit behind them.
c. Times I will hit the target (even stationary) and I will hit, the projectile will explode with the appropriate effect but the hit does not register and the target will take no damage. This is different from (a.) as this will happen on stationary targets, targets running directly at or away from me or targets that fill up my entire screen ("hugging" me). That is, there is no leading the target.
d. Times I will hit the target (even stationary targets) and I will hit, the projectile will explode with the appropriate effect, the reticule will go red and the rag doll will flash but the target will take no damage. In these matches I usually come out with high damage counts (800+) but the enemy mechs have taken nearly none. As an example I don't see how it is even possible to only hit 2 mechs in a round (granted they were assault mechs), do over 800 points of damage and yet both survive? If you're thinking that I just managed to damage both of them all over really well it was only LT, CT and RT hits on both and they showed barely any damage on the rag dolls.
e. I have had times where mechs take armour damage from a weapon, perhaps even more than it should, and then once the core is exposed become "immune" to that weapon. Subsequent firing of the weapon the mech is "immune" to will show a flashing reticule and rag doll but once the flashing is done, the rag doll will not have changed. Changing to another weapon will then allow you to continue damaging the enemy mech.
f. I have had times that I can only explain as my weapons do WAY more damage than they should or next nothing.


Their response was as follows:

Quote

The connectivity and hit detection problems you have encountered are known issues and we hope to have them fixed soon.


Take that as you will.

Edited by Nightfire, 11 July 2013 - 05:08 AM.


#19 Ralgas

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Posted 11 July 2013 - 05:13 AM

wait till 12v12 gets a run...... they are going to have to pull a rabbit out not to run back into old issues

#20 Kazma

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Posted 11 July 2013 - 05:29 AM

I live in Germany and have a ping of ~160. Trying to hit a light with this ping combined with the network problems is almost pointless.
I had it today, 2 Jenners, I've done 31 damage to them and they legged me even though I was almost facehugging them.

oh and, if hits would register correctly, I'd say SRMs are almost fine





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