Jump to content

Server/sync Problems?


1 reply to this topic

#1 Rotta

    Member

  • PipPip
  • 34 posts

Posted 04 August 2013 - 12:02 AM

There was a spider... He took couple steps and stopped to aim at me for rather long time and fired. Then he moved backwards for couple steps, stopped for rather long time and fired. He was aiming probably for 2 seconds even. Every time the spider stopped, I gave him a shot.

I had been hitting it with dual ER PPC rather many times, and I began to think that it is a well armored spider. Then I checked the dmg "paper doll" and there was no additional damage. The question then arises, could there be some kind of server-client sync problems?

With a big mech you just hit another location, but a spider is a small target, so maybe you can simply miss the whole mech?

There were also dead team mates observing from my mech, and told that they saw the same. The same in way that I did hit, but with zero damage. I did not personally observe from their displays so cannot say accurately how it looked. But indeed, how is that possible that all the clients had the same?

I assume that observers are getting a stream from the server, and the stream has the things in the same way as the server sees those. This kinda makes it to sound like a server side issue.
btw. The spider was the last mech in the enemy team, so I think we had been playing some time already.

Before HSR, playing in the same group and TS, your group members were able tell you if you had to take more advance. This was clearly a lag problem in EU.


Also, my friend told me from similar events long time before this, so these issues may have been there months.

edit: It could also be so that the client is not drawing the things right.

Edited by Rotta, 04 August 2013 - 12:14 AM.


#2 FREDtheDEAD

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • 406 posts
  • LocationSouth Autstralia

Posted 05 August 2013 - 03:34 AM

Yes. There is a problem. There has been for the past month or so. Before that, hit detection worked. Some poeple got dropped due to excessive traffic because their modems triggered anti-DDOS behaviour. About the time they 'improved' network code to reduce traffic, suddenly many players started to complain about hit detection and damage registration issues. It seems PGI reduced traffic but completely destroyed the reliability of damage detection.

Edited by Xajorkith, 05 August 2013 - 03:35 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users