

I'll Take Hit Detection Fix Over Ui 2.0 Or Anything Else.
#1
Posted 02 February 2014 - 03:09 AM
#2
Posted 02 February 2014 - 06:46 AM
Jimmy Page, on 02 February 2014 - 03:09 AM, said:
Youre not the only one...
#3
Posted 02 February 2014 - 06:49 AM
So you'll have people swearing up and down there are no problems.
And then you'll have people saying they shot 5 alpha's into a prone Atlas and did no damage.
In the end though, even if it's split 50/50, and half the players have Hit Reg issues and half don't, that should be enough that PGI takes it very seriously...
Which I'm not sure they do, because their communication is still dismal, and as far as I can tell they are focused on adding a bunch of stuff to counter/help LRM's that don't fix the core problem's with LRM's.
#4
Posted 02 February 2014 - 11:06 AM
Jimmy Page, on 02 February 2014 - 03:09 AM, said:
This game is not a FPS, but that is how they are treating it. In their words the game was supposed to be a simulator but they keep adding these FPS mechanics that don't work, al they need to do is take all that was used for Mechwarrior 3 and apply it, but then they would have to admit they were wrong about everything.
#5
Posted 03 February 2014 - 04:22 AM
Nicholas Carlyle, on 02 February 2014 - 06:49 AM, said:
People who don't know how to target enemy mechs and that mechs have 'different parts' are haveing absolutely no problems with hit detection. People who buy a mech that hasn't even been released for 500$ are also haveing absolutely no problems with hit detection. They are golden, they don't care.
#6
Posted 03 February 2014 - 06:23 AM
PhoenixFire55, on 03 February 2014 - 04:22 AM, said:
The disgruntlement is strong in this one.
Edit: The lowest tiers still have hit detection issues, they may notice it as much among their reduced accuracy and overall reduced awareness.
Edited by Alcom Isst, 03 February 2014 - 07:58 AM.
#8
Posted 03 February 2014 - 06:59 AM
#9
Posted 03 February 2014 - 07:09 AM
PhoenixFire55, on 03 February 2014 - 04:22 AM, said:
Umm, yes we are (mainly with PPCs). And yes we do.
PGI has acknowledged the issues with hit detection and HSR, but last I heard they are having trouble isolating and reproducing the issue. Since I havent heard an update, I assume they are still working in it.
#10
Posted 03 February 2014 - 07:18 AM
Jimmy Page, on 02 February 2014 - 03:09 AM, said:
they can't monetize hit detection...
#11
Posted 03 February 2014 - 07:25 AM
NRP, on 03 February 2014 - 07:09 AM, said:
PGI has acknowledged the issues with hit detection and HSR, but last I heard they are having trouble isolating and reproducing the issue. Since I havent heard an update, I assume they are still working in it.
Yeah, same way they are working on collisions etc.
#14
Posted 03 February 2014 - 08:13 AM
#15
Posted 03 February 2014 - 08:41 AM
CapperDeluxe, on 03 February 2014 - 08:13 AM, said:
That is unless PGI decides to listen to the Silent majority again.

#16
Posted 03 February 2014 - 08:57 AM
The game uses server side verification heavily to make sure cheating and hacking is difficult if not impossible (the server makes sure the client isn't trying to report false info that breaks the rules of the game).
This takes some time and that combined with connection latency and higher pings means many clients will be seeing old out of date data (hence the..I hit him, why isn't he damaged) situations. The server has to double check the position and speed of mechs, weapons fire, hit locations, etc...
If you have a high ping, or even low ping with packet loss, you will be seeing an enemy mech where it was a quarter of a second ago, and not really where it is according to the server.
This server side check is going to cause hit detection wonkiness to some extent. They can tweak their net code to try and improve this, but they can only do so much, plus they can't control a client's connection quality.
They could get a rid of the heavy server side policing, but then we would have Crysis 1 multiplayer issues like mechs that are invincible, cruising around at 180kph, with infinite ammo and 10 A/C20s, etc...
Just a nature of the beast.
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