Looking For Video Evidence Of Missed Registration On Light Mechs For The Sake Of Discussing Gameplay Balance.
#181
Posted 24 September 2013 - 08:06 AM
As it should be!
#182
Posted 24 September 2013 - 08:17 AM
#183
Posted 24 September 2013 - 08:25 AM
Funkadelic Mayhem, on 24 September 2013 - 07:15 AM, said:
Looks to me like the reticule only turned red when he was leading with the lasers (other than the first few seconds where the Spider was moving away or standing still). Keeping them on the Spider would have been useless.
#184
Posted 24 September 2013 - 08:33 AM
As a light pilot I know how annoying I can be to larger mechs as well as how annoying lights are when I pilot a larger mech. It seems few people have experienced both sides of the fence. As has been pointed out, latency also plays a large role as well, there are times I get killed quickly when I am in a light, and other times not so quickly as hits don't seem to register properly, its during those times I am a legend in my own mind and I am invincible LOL.
#185
Posted 24 September 2013 - 08:34 AM
Ghogiel, on 24 September 2013 - 08:01 AM, said:
Except that it quite clearly takes the damage (paperdoll goes darker) from the MLas at 0:59, but the reticule flash doesn't happen. Ergo, using that to confirm server hit doesn't actually seem to work (note, the paperdoll doesn't just flash, the colour changes).
Edit: typo correction
Edited by Gaan Cathal, 24 September 2013 - 08:34 AM.
#186
Posted 24 September 2013 - 08:43 AM
Gaan Cathal, on 24 September 2013 - 08:34 AM, said:
Except that it quite clearly takes the damage (paperdoll goes darker) from the MLas at 0:59, but the reticule flash doesn't happen. Ergo, using that to confirm server hit doesn't actually seem to work (note, the paperdoll doesn't just flash, the colour changes).
Edit: typo correction
It flashes as the targeting info comes up, prior to the lasers being fired.
#187
Posted 24 September 2013 - 08:49 AM
Ghogiel, on 24 September 2013 - 08:43 AM, said:
It flashes as the targeting info comes up, prior to the lasers being fired.
It's actually doing both. If you just watch the paperdoll corner, you see it appear with the damage glow on the RA and CT, then the glow stops, then resumes when the lasers fire.
Basically, the problem is not knowing whether to trust the paperdoll or the reticule, one of them is clearly wrong.
#188
Posted 24 September 2013 - 08:54 AM
stjobe, on 24 September 2013 - 06:19 AM, said:
I play with 270 ping so i have to shoot infront of the spider and it varies with ping fluctuation (jitter) i'm demonstrating how the damage indicator wont register red at all when i shoot the spider it has to be front of it i give up with you fools
#189
Posted 24 September 2013 - 08:57 AM
Amsro, on 24 September 2013 - 06:17 AM, said:
I prefer to use the derp mode worst chassis and see how well I can fare. Originally it was the spider, now the spider is OP and hit detection free!.
Cheers to DV8 and others for looking into this in depth.
also i'm not dv8
**** dv8
#190
Posted 24 September 2013 - 08:58 AM
I was confident that PGI had solved the issue because it was solved for a couple weeks, but the network has been going haywire so....my whole endorsement of HSR/hit detection working is now on hold until that gets back to normal.
I guess this is what happens...things seem fixed, then they unfix =[
Villz, on 24 September 2013 - 08:57 AM, said:
**** dv8
He said DV8 and others. Are you not others either?
Edited by PEEFsmash, 24 September 2013 - 09:02 AM.
#191
Posted 24 September 2013 - 09:01 AM
Funkadelic Mayhem, on 24 September 2013 - 08:06 AM, said:
As it should be!
I have the EXACT same issues with spiders jenners and even cicada's although not as bad. The issue is to due to HSR not working properly as its "ping sensitive" according to the whiz kids. The spider has just such a narrow hit box its compounded. The faster the mechs moving the worse it is. Its 90x worse up close than at distance also.
PEEFsmash, on 24 September 2013 - 08:58 AM, said:
He said DV8 and others. Are you not others either?
edit in my vid to the op ty
#192
Posted 24 September 2013 - 09:04 AM
Villz, on 24 September 2013 - 09:01 AM, said:
How much jitter do you have, out of interest?
#193
Posted 24 September 2013 - 09:05 AM
#194
Posted 24 September 2013 - 09:05 AM
Gaan Cathal, on 24 September 2013 - 09:04 AM, said:
How much jitter do you have, out of interest?
well that varies ofc
Luckily aus -> West coast routing is great usually 1 long cable from sydney to san jose the variation is usually 260 - 280 stable but sometimes i can go as high as 295ms
It gets worse at oceanic peak time which is from 5pm - 1pm our time but this video was recorded at approx 1am my time. So definatly not network congestion on local side
Edited by Villz, 24 September 2013 - 09:14 AM.
#195
Posted 24 September 2013 - 09:16 AM
What many want PGI to do is FIX the Internet. Christ himself (or your deity of choice) couldn't fix the Internet.
Run trace route to PGI's server address and see how many hops you get and packet lose values. Do this once a week and see if your stable or if it fluctuates.
#196
Posted 24 September 2013 - 09:20 AM
Villz, on 24 September 2013 - 09:05 AM, said:
Mehlan, on 24 September 2013 - 09:05 AM, said:
This is making sense, to be honest. If people are having issues with HSR due to ping-jitter, which we've known has some effect for a while now, then light mechs, particularly those with narrow, gappy, hitboxes like the Spider, are going to show it more. It's a lot easier to notice when it puts a round off target than when it puts it in the wrong hitbox, for one thing. It would also explain why there's so much variance in observation (from "all the damn time!" right through "sometimes" to "what HSR bug?"), which will compound easily with the ever-present issue of observer expectation bias (some people are going to be calling misses mis-registrations, let's face it).
I'm suprised if it's manifesting with a jitter of 20ms though, that's not really a huge amount in the grand scheme of things, although mind you I imagine most people aren't in the habit of checking their ping in the middle of a brawl so might be missing bigger situational jitter. Pity we don't have the option to have our ping displayed constantly like we do with FPS, that would make tracking down these issues a lot easier.
#197
Posted 24 September 2013 - 09:26 AM
MaddMaxx, on 24 September 2013 - 09:16 AM, said:
What many want PGI to do is FIX the Internet. Christ himself (or your deity of choice) couldn't fix the Internet.
Run trace route to PGI's server address and see how many hops you get and packet lose values. Do this once a week and see if your stable or if it fluctuates.
Making the system of HSR (a remedy to solve latency issues) dependant on having perfect routing for it work seems kind of smart right?
The truth is they have already said in the past they were planning to goto a HSR system that didn't rely on latency. Which would kind of seem like the smart way to go about it in the first place >.>
#198
Posted 24 September 2013 - 09:44 AM
Villz, on 24 September 2013 - 08:54 AM, said:
Believe it or not, it was an honest question. I was at work and couldn't frame-by-frame the video (since I should be coding...), so I just browsed it once - and I saw mostly misses and glances. Since you made the video I wondered if there was a particular moment in there you wanted to highlight.
#199
Posted 24 September 2013 - 09:53 AM
stjobe, on 24 September 2013 - 09:44 AM, said:
The problem with Villz's video is that we never see the paper doll of the Spider until the very end, so we don't know if the damage was applied correctly or not.
#200
Posted 24 September 2013 - 09:58 AM
Back in MW4, we used to extensively test {Scrap} so we could better work with the FASA guys to identify and fix bugs.
The one environment where this is easy to do in MWO, is the test arena, where it is specifically not using the same game logic as the real game, thus making testing in that environment pointless.
In addition to private lobbies enabling all kinds of things which players want, like league play, team practices, etc... it'd also help us identify and reproduce bugs in the game much faster than we've been able to thus far.
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