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Hit Detection / Hit Registration

Bug Report Feedback Issue

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#41 Neema Teymory

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Posted 18 December 2014 - 10:11 AM

View PostFle, on 18 December 2014 - 10:09 AM, said:

Hallelujah, PGI have acknowledged the problem, i wonder if we have any chances to get solution before holidays


We do have a studio closure coming up for the holidays, but we will certainly do our very best

#42 Cricket504

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Posted 18 December 2014 - 10:59 AM

Good to see PGI taking this on and looking into it. Seeing the pings people are reporting I can confirm its happing with my ping at 28 to 36 as the one shooting AC, ML and LL. Also seeing issues on the receiving end in a Raven surrounded by 6 mech and at low speed, I was shooting at the guns generators.

#43 MCXL

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Posted 18 December 2014 - 03:53 PM

I'm with Cricket504. I never have a ping over 31, and I have had all kinds of issues.

#44 Angry Kylo Ren

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Posted 18 December 2014 - 04:01 PM

View PostNeema Teymory, on 18 December 2014 - 10:11 AM, said:


We do have a studio closure coming up for the holidays, but we will certainly do our very best


Hope so...would definitely suck to spend the holidays unable to use lasers.

#45 Night Fury76

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Posted 18 December 2014 - 04:33 PM

View Postpurplewasabi, on 17 December 2014 - 09:08 AM, said:

*bump* I hope PGI will fix this problem ASAP, and reimburse our premium time because the game now is simply unplayable.


suck it up princess, just think of yourself as an aussie for the next few days.

#46 Angry Kylo Ren

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Posted 18 December 2014 - 04:48 PM

View PostNight Fury76, on 18 December 2014 - 04:33 PM, said:


suck it up princess, just think of yourself as an aussie for the next few days.


I'm in Singapore...too bad it doesn't wrap me around and make me an American.

#47 mr bear

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Posted 18 December 2014 - 05:00 PM

View Postmakbeer, on 18 December 2014 - 04:01 PM, said:


Hope so...would definitely suck to spend the holidays unable to use lasers.


That is why I keep telling you to use LRMs, Streaks and SRMS. :P
But do you listen? No..... keep insisting on lasers.....

#48 B L O O D W I T C H

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Posted 18 December 2014 - 05:22 PM

you don't fix? i don't play. simple as that.

#49 Marmon Rzohr

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Posted 18 December 2014 - 05:28 PM

I can confirm this as well. I played very little over the past week and at times around 2 to 4 PM CET, my damage seemed lower than usual for some reason but I didn't notice a dramatic reason for it.

Today I played between 6 and 7 PM CET and the game was unplayable. I don't say this lightly, I'm used to occasional hit reg issues in the game and take it in stride, but today it was so bad I was hampering my team. Even Gauss shots which have always had excellent hit registration are having issues. I very literally could not damage enemy light mechs. Shooting enemy lights at sub 200 m ranges even when leading the target slightly resulted in absolutely no damage. Laser beams hit the target, target glows red, but no damage.

Everyone can miss shots and have lag spikes, but his was a whole other level. It was like playing during desync. Hit reg on larger mechs was better, but still hugely inconsistent. My sample of games was small, but honestly, I'm afraid to play more, I'm a real liability to my team at this point.

(Before someone posts, yes, I can and will try to adapt if I have to, but this is about reporting an issue.)

Edited by Marmon Rzohr, 18 December 2014 - 05:30 PM.


#50 Scorcher

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Posted 18 December 2014 - 09:41 PM

Russ on twitter: https://twitter.com/...809988501782528

Quote

"Btw we just discovered a significant bug in laser hit reg :) we may roll this in tonight - should be seamless to the user like dead mech fix"


Have updated the OP to include this info.

Edited by Scorcher, 18 December 2014 - 09:42 PM.


#51 Neema Teymory

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Posted 18 December 2014 - 10:38 PM

Hey everyone,

We discovered a serious bug with laser hit registration that was released with Community Warfare. It has now been fixed and has been rolled out with this evening's patch along with some server side CPU and bandwidth optimizations. This should return laser hit registration to the same quality it was before Community Warfare was released. I look forward to hearing feedback from everyone after playing with this fix.

Thank you for hanging in there!

#52 DarthPeanut

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Posted 18 December 2014 - 10:45 PM

Thanks for the update! That is good news!

#53 Averen

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Posted 18 December 2014 - 10:46 PM

Thanks for taking on the problem!
About the feedback, are you talking about the patch which also brought the queue-display and dropship-rebalance? Because laser-hitreg in the matches i've just played has been pretty bad.

Edit: Nevermind, i'm to slow for PGI's pace. That's something new, congrats.^^

Edited by Averen, 18 December 2014 - 10:50 PM.


#54 Neema Teymory

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Posted 18 December 2014 - 10:56 PM

View PostAveren, on 18 December 2014 - 10:46 PM, said:

Thanks for taking on the problem!
About the feedback, are you talking about the patch which also brought the queue-display and dropship-rebalance? Because laser-hitreg in the matches i've just played has been pretty bad.


Hey Averen,

Yes, this is the patch I am talking about; however the hit registration fix was found too late to make it into the patch build, so it wasn't in the patch itself. Instead, we seamlessly rolled out the fix after the patch to minimize disruption to the community. So, some games may have still been experiencing the bug as the roll out occurred. Any matches started after this point forward should have the fix in them.

Keep in mind, this won't make hit registration perfect -- it should just return to pre-Community Warfare quality.

There is a plan to continue improving hit registration even further in the new year now that the initial release of Community Warfare is complete.

#55 ShinVector

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Posted 18 December 2014 - 11:03 PM

View PostNeema Teymory, on 18 December 2014 - 10:56 PM, said:


Hey Averen,

Yes, this is the patch I am talking about; however the hit registration fix was found too late to make it into the patch build, so it wasn't in the patch itself. Instead, we seamlessly rolled out the fix after the patch to minimize disruption to the community. So, some games may have still been experiencing the bug as the roll out occurred. Any matches started after this point forward should have the fix in them.

Keep in mind, this won't make hit registration perfect -- it should just return to pre-Community Warfare quality.

There is a plan to continue improving hit registration even further in the new year now that the initial release of Community Warfare is complete.


So the fix being mentioned is the server side fix ?
Of was that patch number 2 when we updated our clients ?

A bit confused by 'rolled out fix after patch' statement.

#56 Neema Teymory

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Posted 18 December 2014 - 11:50 PM

View PostShinVector, on 18 December 2014 - 11:03 PM, said:


So the fix being mentioned is the server side fix ?
Of was that patch number 2 when we updated our clients ?

A bit confused by 'rolled out fix after patch' statement.


Hey ShinVector,

Sorry for the confusion. This was a server side only fix. It was not contained in either of the two patches that were released this evening.

Normally we would have preferred to release it at the same time as a patch. But it was found late, and because it was so important, we went through a special process to release it slowly to our servers without causing interruption to services.

The fix is now applied to all relevant servers, so all newly started games should be running with the fix.

#57 ShinVector

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Posted 19 December 2014 - 12:36 AM

View PostNeema Teymory, on 18 December 2014 - 11:50 PM, said:

Hey ShinVector,

Sorry for the confusion. This was a server side only fix. It was not contained in either of the two patches that were released this evening.

Normally we would have preferred to release it at the same time as a patch. But it was found late, and because it was so important, we went through a special process to release it slowly to our servers without causing interruption to services.

The fix is now applied to all relevant servers, so all newly started games should be running with the fix.


Lasers not perfect but does feel a lot better so, far... Thanks for improving it !

#58 QuimMorius

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Posted 19 December 2014 - 01:09 AM

Posted Image

Edited by QuimMorius, 19 December 2014 - 01:14 AM.


#59 Fle

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Posted 19 December 2014 - 02:47 AM

confirmed, lasers work just as before CW, good job PGI!

#60 Harbinger Prime

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Posted 19 December 2014 - 04:52 AM

Just a question did this cover all hit registration or just for Lasers? The reason I ask is that it was happening for ballistics as well but do to time to target it wasn't as obvious as the lasers.





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