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Fix The Lagshield Please.


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#1 Rashkae

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Posted 11 November 2013 - 08:14 AM

I'm really sick of the pathetic so-called "netcode" you guys implemented. When on my screen I'm putting 40+ MPLAS burst into a spider, it has the damage glow, sparks are flying, yet ZERO damage. And others say I was constantly shooting "behind" the spider.

FIX IT. Why is it that even new games like Hawken, Warthunder, etc, can all get this right the first time but you can't??? Do you need to hire real programmers???

#2 NuclearPanda

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Posted 11 November 2013 - 08:19 AM

Here we go again. Around and around the hitreg issue.

Posted Image


No need to be insulting about it towards PGI. This is quite honestly an ongoing process, and specifically with Spiders they know there is a problem in general.

SRMs are still broken for hit registration
Lasers do not track properly and hit registration is wonky
etc, etc

They have said in an updated command post that hitreg is definitely important to them, but it's hard to necessarily track down WHAT the issue is to implement fix.

In the meantime just sit tight, grind CBills, and try to have fun. Patience is a virtue (that even I am slowly losing at this point but complaining gets me nowhere).

#3 Rashkae

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Posted 11 November 2013 - 08:32 AM

View PostNuclearPanda, on 11 November 2013 - 08:19 AM, said:


In the meantime just sit tight, grind CBills, and try to have fun. Patience is a virtue (that even I am slowly losing at this point but complaining gets me nowhere).


Having fun is hard when the very basics of this game have been broken since beta. And instead they prioritize useless 3PV, ghost heat and other bandaids.

#4 Rashkae

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Posted 11 November 2013 - 09:37 AM

Hitreg and lagshield has been an issue for over half a year. And their response is to code in 3PV instead, which broke a promise they made.

Maybe it would be a much shorter "ongoing process" and be resolved already if they actually focused effort on things that people are having issues with instead of things nobody wants.

#5 Electron Junkie

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Posted 11 November 2013 - 09:41 AM

I've noticed that it is MUCH worse AM EST US time when I am PUGing against all the overseas players... It's HSR trying to figure out what in the hell to do when pings have more than 200ms+ between them.

#6 Thorqemada

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Posted 11 November 2013 - 10:00 AM

Yeah, i often feel like this playing MWO:


Sometimes in MWO i get Mad...

Edited by Thorqemada, 11 November 2013 - 10:07 AM.


#7 Durant Carlyle

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Posted 11 November 2013 - 10:09 AM

They have a tuning pass on the hit boxes of every 'Mech coming in the next few patches. Guess what 'Mech is in the first round? That's right -- Spider. Should be in the next patch.

I, too, sometimes need to vent. Posting the umpteenth thread on the same subject doesn't help any, especially since you should already know (if you were paying attention at all) that help is coming very soon. Next time, just post in one of the existing threads.

#8 Helsbane

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Posted 11 November 2013 - 10:28 AM

Mechwarrior Online

Built on a broken foundation, and they wonder why the roof leaks....

#9 Rashkae

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Posted 11 November 2013 - 10:34 AM

View PostDurant Carlyle, on 11 November 2013 - 10:09 AM, said:

They have a tuning pass on the hit boxes of every 'Mech coming in the next few patches. Guess what 'Mech is in the first round? That's right -- Spider. Should be in the next patch.


Ah, another PGI promise, right? We know that their promises are worth less than the used toilet paper i just flushed. Note that they said they are only tuning the hitbox shape, not hit registration. And this will not fix their lagshield issues.

So before you try lecturing people on reading ability, start with yourself.

#10 GalaxyBluestar

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Posted 11 November 2013 - 03:53 PM

View PostNuclearPanda, on 11 November 2013 - 08:19 AM, said:

Here we go again. Around and around the hitreg issue.

Posted Image

This is quite honestly an ongoing process, and specifically with Spiders they know there is a problem in general.



first it's not just spiders it's anything of any speed, i'm back to leading heavy mechs again. secondly this ongoing issue has been ongoing for nearly 2 years and little has improved. for a game with a core for first person shooting this is quiet simply un exceptable. HSR when first intorduced solved this stuff, saddly a month later it broke and weapon balance again is misconstrude under hitdetection and has been eversince.

2 years of this problem, closed beta, open beta, full release. like your gif man, this problem doesn't ever seem to end!

#11 ShinVector

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Posted 11 November 2013 - 06:42 PM

View PostRashkae, on 11 November 2013 - 10:34 AM, said:

Ah, another PGI promise, right? We know that their promises are worth less than the used toilet paper i just flushed. Note that they said they are only tuning the hitbox shape, not hit registration. And this will not fix their lagshield issues.

So before you try lecturing people on reading ability, start with yourself.


No need to flame other players.

I for one appreciate you creating the thread AGAIN... Because a certain development team needs to keep getting reminded that this is still a top issue.

On the other hand SC's dogfighting Alpha should be around the corner... I want to see how they are going to go about this issue as well. Better than PGI ? Worst than PGI ? Same engine different management so, it is going to be interesting.

I have nearly given up on this game as, MWO at 250ms does like not my light mechs nor my lasers...
PGI can keep dragging this issue with no communication, for as long they can.
The consequences will eventually happen.... :P

Edited by ShinVector, 11 November 2013 - 06:44 PM.


#12 Rashkae

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Posted 11 November 2013 - 06:52 PM

View PostShinVector, on 11 November 2013 - 06:42 PM, said:


I have nearly given up on this game as, MWO at 250ms does like not my light mechs nor my lasers...
PGI can keep dragging this issue with no communication, for as long they can.
The consequences will eventually happen.... :P


Yup same here. You and I have the same ping, since we're both based in SG. :P


I guess I'll be seeing more of you in Star Citizen. :P

Edited by Rashkae, 11 November 2013 - 06:54 PM.


#13 Durant Carlyle

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Posted 11 November 2013 - 09:33 PM

View PostRashkae, on 11 November 2013 - 10:34 AM, said:

Ah, another PGI promise, right? We know that their promises are worth less than the used toilet paper i just flushed. Note that they said they are only tuning the hitbox shape, not hit registration. And this will not fix their lagshield issues.

So before you try lecturing people on reading ability, start with yourself.

Why post anything at all if you believe it won't make a difference?

Changing the hit boxes WILL affect hit registration. Not as much as tuning hit registration itself, but it WILL help.

And they have been communicating just fine on this issue.

Star Citizen is a far different game with a larger crew, and 27 million dollars (so far) in startup capital. There are FAR more people interested in the next "Wing Commander" than there are BattleTech fans.

Maybe if enough compainers got some game programming training and experience, they would be able to magically correct all of the devs' mistakes with MW:O and create a complete bug-free game in mere months.

Somehow, I doubt it...

Edited by Durant Carlyle, 11 November 2013 - 09:34 PM.


#14 ShinVector

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Posted 11 November 2013 - 09:48 PM

View PostRashkae, on 11 November 2013 - 06:52 PM, said:


Yup same here. You and I have the same ping, since we're both based in SG. :P


I guess I'll be seeing more of you in Star Citizen. :P


Wait a minute, what gave me away that I was in SG other than the ping ? LOL.. Unless you saw my other complaint posts..
Think you may have seen this before but what we are shooting at is not what the server sees. What the spectator see is probably closer to what the server sees.

You can see from the split screen when I start to engage a Blackjack... I think I am hitting him spot on with the lasers but the servers sees me shooting behind him. This explains that lack of damage issue we are always feeling.
HSR is suppose to compensate but for close range dogfights... It just does NOT work for nuts.

It is rumoured that HSR needs certain distance or time to work right. Eg. 100ms updates or 100ms worth of time between you firing and hitting the target.

Finally you can hit Spider but it is only if you know where he really is.
For me I normally chase them down with constant chained single fired lasers at their legs or weak points. If they make a mistake and over heat. Kill them or leg them.



This video has a few spider chases.. Notice that I only hit them more reliably once they are legged and movement is limited.


See you in the 'Verse' ! :P

Edited by ShinVector, 11 November 2013 - 09:53 PM.


#15 ShinVector

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Posted 11 November 2013 - 10:26 PM

View PostDurant Carlyle, on 11 November 2013 - 09:33 PM, said:

Why post anything at all if you believe it won't make a difference?

Changing the hit boxes WILL affect hit registration. Not as much as tuning hit registration itself, but it WILL help.

And they have been communicating just fine on this issue.

Star Citizen is a far different game with a larger crew, and 27 million dollars (so far) in startup capital. There are FAR more people interested in the next "Wing Commander" than there are BattleTech fans.

Maybe if enough compainers got some game programming training and experience, they would be able to magically correct all of the devs' mistakes with MW:O and create a complete bug-free game in mere months.

Somehow, I doubt it...


Hmmm.. We post to make our selves heard with the channels given. To not post anything is to be giving the devs an excuse to be complacent of the topic.

Sure go 'ahead an make the hitbox of an Spider the size of an Atlas something.' If you do not fix the root cause or don't want to admit you can't fix the root cause.. A bunch of us will be still wondering for a fix...
Some of us like the challenge of hit small mech components while running at 150KPH while chasing an enemy mech that is also running at 150 KPH... The current state of HSR makes this near impossible to perform for those who play at 250ms... We do not care about making the target easier to hit.. We want accurate hit registration.. There is a difference ! :P
Correct me if I am wrong that the last official regarding anything HSR is at least 1 month old.

You do not want to compare SC and MWO...
What ever SC got completely due to their vision and hark work of the people managing the project. Who is to say that CR could not have done the same with MW had he wanted to ? Let's leave this topic at that...

It just to a reminder to PGI that SC and MWO sci-fi gamer fanbase overlaps.. Take too long and the other party will catch up and they will lose even more fans.

Blaming customers and fans is a wrong move as per reasons stated above..

Edited: Various edits.

Edited by ShinVector, 11 November 2013 - 10:34 PM.


#16 Rashkae

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Posted 12 November 2013 - 01:16 AM

I love the PGI art team, honestly. I think the mechs and the maps are beautiful, better than expected.

But all of that just looks like a fresh coat of paint on a house infested with termites. Get the foundation right before investing dev cycles on things nobody wants (3pv, ghost heat, new gauss mechanics, etc etc).

#17 ShinVector

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Posted 12 November 2013 - 04:46 AM

View PostRashkae, on 12 November 2013 - 01:16 AM, said:

I love the PGI art team, honestly. I think the mechs and the maps are beautiful, better than expected.

But all of that just looks like a fresh coat of paint on a house infested with termites. Get the foundation right before investing dev cycles on things nobody wants (3pv, ghost heat, new gauss mechanics, etc etc).


Agreed as well. The mechs and art in this game are hands down the best we have ever seen for MW.
Combat is general is also good. But too many holes and broken promise and long delayed CW has left many MWO Communities in ruin.

#18 Helsbane

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Posted 12 November 2013 - 02:59 PM

View PostShinVector, on 12 November 2013 - 04:46 AM, said:


Agreed as well. The mechs and art in this game are hands down the best we have ever seen for MW.
Combat is general is also good. But too many holes and broken promise and long delayed CW has left many MWO Communities in ruin.


So does this make MWO the most beautiful lie ever told?

#19 aniviron

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Posted 12 November 2013 - 11:00 PM

The weirdest thing to me is that there have been times in the past when I have felt the netcode was much better than it is now. I can distinctly remember a time when I could reliably hit assault mechs with SRMs; those days are gone though (and I ping 60-80 generally). Same with lasers, though they're a bit more reliable than SRMs. Ballistics are pretty functional as long as you're not facing a light, and are about as good as they've ever been. I just want to know why the netcode has been progressing backwards.

#20 Deathlike

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Posted 12 November 2013 - 11:24 PM

View Postaniviron, on 12 November 2013 - 11:00 PM, said:

The weirdest thing to me is that there have been times in the past when I have felt the netcode was much better than it is now. I can distinctly remember a time when I could reliably hit assault mechs with SRMs; those days are gone though (and I ping 60-80 generally). Same with lasers, though they're a bit more reliable than SRMs. Ballistics are pretty functional as long as you're not facing a light, and are about as good as they've ever been. I just want to know why the netcode has been progressing backwards.


TBH, the weirdness started at around the time SRM/missile HSR was added. The problem started to happen likely before that in the first place.

Anyhow, you would hope PGI would have some sort of internal system for handling code changes like CVS/SVN (or whatever people use these days for code control).

Then again.... it hasn't really helped them on patch day.

Edited by Deathlike, 12 November 2013 - 11:25 PM.






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