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Hit Detection / Hit Registration

Bug Report Feedback Issue

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#61 Neema Teymory

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Posted 19 December 2014 - 07:57 AM

View PostHarbinger Prime, on 19 December 2014 - 04:52 AM, said:

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.


The fix was specific to trace fire weapons. So it would affect lasers, machine guns, and flamers. Projectile weapons would not be directly affected by this change. However, some general improvements to server cpu and bandwidth usage were made which may provide a minor general improvement to all weapons.

Again keep in mind that this fix will not make hit detection perfect. It should return quality to pre Community Warfare levels.

The hit detection algorithm is still sensitive to connection quality and is affected by a variety of other factors. There are plans to make improvements in the new year

#62 MasterGoa

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Posted 19 December 2014 - 08:09 AM

I started seeing this issue in this patch. I have 9 ping though I have not tried after last night fix...

Edited by MasterGoa, 19 December 2014 - 08:13 AM.


#63 Clit Beastwood

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Posted 19 December 2014 - 09:00 AM

View PostNeema Teymory, on 19 December 2014 - 07:57 AM, said:

The fix was specific to trace fire weapons. So it would affect lasers, machine guns, and flamers. Projectile weapons would not be directly affected by this change. However, some general improvements to server cpu and bandwidth usage were made which may provide a minor general improvement to all weapons.

Again keep in mind that this fix will not make hit detection perfect. It should return quality to pre Community Warfare levels.

The hit detection algorithm is still sensitive to connection quality and is affected a variety of other factors. There are plans to make improvements in the new year



Yesssssss flamers are back!


[I am joking, but I DO have a heck of a lot of fun in an 8 flamer firestarter]

lets go steam some crabs!

#64 Harbinger Prime

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Posted 19 December 2014 - 09:50 AM

View PostNeema Teymory, on 19 December 2014 - 07:57 AM, said:


The fix was specific to trace fire weapons. So it would affect lasers, machine guns, and flamers. Projectile weapons would not be directly affected by this change. However, some general improvements to server cpu and bandwidth usage were made which may provide a minor general improvement to all weapons.

Again keep in mind that this fix will not make hit detection perfect. It should return quality to pre Community Warfare levels.

The hit detection algorithm is still sensitive to connection quality and is affected by a variety of other factors. There are plans to make improvements in the new year


Thanks for the answer and will look forward to the improvements in the new year.

#65 Onimusha shin

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Posted 20 December 2014 - 09:32 AM

i am still seeing some lag in laser HSR. there's a half second lag. hopefully 2015 brings about better HSR for all of us.

#66 ShinVector

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Posted 20 December 2014 - 01:13 PM

View PostNeema Teymory, on 19 December 2014 - 07:57 AM, said:


The fix was specific to trace fire weapons. So it would affect lasers, machine guns, and flamers. Projectile weapons would not be directly affected by this change. However, some general improvements to server cpu and bandwidth usage were made which may provide a minor general improvement to all weapons.

Again keep in mind that this fix will not make hit detection perfect. It should return quality to pre Community Warfare levels.

The hit detection algorithm is still sensitive to connection quality and is affected by a variety of other factors. There are plans to make improvements in the new year



Tonight Lasers HSR felt better than it's was post Laser Hit reg patch.
1. Either PGI more server fixes.
2. Or it is due to optimisation of server and network resources on PGI end.
3. Less people playing...

It has to be real because myself I play from Singapore and felt things were hitting on point and I was getting hit easier.
I had an friend who plays from Thailand suddenly message me and say that he doesn't need to lead with Lasers any more.

Any comment Neema ?
However playing on CW... The hit detection felt worst than it was in Public Matches.

#67 Neema Teymory

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Posted 20 December 2014 - 04:12 PM

View PostShinVector, on 20 December 2014 - 01:13 PM, said:



Tonight Lasers HSR felt better than it's was post Laser Hit reg patch.
1. Either PGI more server fixes.
2. Or it is due to optimisation of server and network resources on PGI end.
3. Less people playing...

It has to be real because myself I play from Singapore and felt things were hitting on point and I was getting hit easier.
I had an friend who plays from Thailand suddenly message me and say that he doesn't need to lead with Lasers any more.

Any comment Neema ?
However playing on CW... The hit detection felt worst than it was in Public Matches.


Hey ShinVector,

We did not make changes beyond what was done Thursday night. The HSR algorithm is sensitive to the round trip time of game messages (the amount of time it takes for your client to send a message to the game server and get a message back). Sometimes we just refer to this as 'ping', but many factors actually affect this round trip time, including your frame rate, network ping, server load, server bandwidth, packet loss, etc. The portion of the algorithm that deals with trace fire weapons is more sensitive to this factor. Ballistics are a little bit better when it comes to this, since they don't quite work the same way.

As for Community Warfare matches in particular, they are a lot heavier on our servers in terms of both cpu usage and bandwidth than public matches. This most likely explains the differences you notice between these types of matches.

As far as the difference you experienced between the two nights, its hard to say what the cause may have been. It is possible that the particular servers you were playing on were experiencing higher load than usual, or that there was a difference in your connection quality between the two nights.

In any case, I'm glad to hear that you are experiencing a noticeable improvement!

#68 Bigbacon

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Posted 20 December 2014 - 05:49 PM

Spiders and FS are still quite bad although it has greatly improved other wise.

#69 Verbrand

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Posted 21 December 2014 - 05:43 AM

Hitreg for AC20s and SRMS is still bugged. As are hitboxes on the firestarter

#70 Thecure

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Posted 21 December 2014 - 07:42 AM

Maybe you should get your priorities in order. This is a first person SHOOTER game. Meaning you shoot ppl and you EXPECT them to take damage. For the past 2 hours I'm struggling to do some decent damage with a 4 LPL Thunderbolt. Logged out so I won't end up smashing things. CW and hero mechs are nice but for god's sake fix the BASICS. Don't blame people's connections. They work in other games.

#71 Event Horizon

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Posted 21 December 2014 - 11:23 AM

I rather they just lease some more servers and get rid of HSR altogether.

#72 ShinVector

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Posted 21 December 2014 - 04:58 PM

View PostEugenics, on 21 December 2014 - 11:23 AM, said:

I rather they just lease some more servers and get rid of HSR altogether.


They can't unless they do regional servers. (Which probably won't be profitable from their point of view.)

Testing further... Hit Reg still a hit and miss but it has improved overall.
Didn't feel the great hit reg that I got the night before but obviously people are getting better hit reg against me. (I really need to tone down my offensive play a bit to be more successful. Got one-shotted by my first LBX20x2 + LBX10x2 = LBX60 Direwolf last night... Now that pissed me off...)

I will wait for the improvements PGI mention for the coming new year.

I get the feeling that server load is the factor where hit reg sometimes feel good and sometimes its a miss. Other times it seems to be due to their lagging targets themselves.

Edited by ShinVector, 21 December 2014 - 05:01 PM.


#73 Acid Monkey

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Posted 21 December 2014 - 05:12 PM

In a regular (not CW) pug drop today, a stationary overheated Commando took the full 43 point alpha of my stationary stock SCR-PRIME straight to it's leg (max armour of 24). Leg armour was yellowed before and only red after (structure remained undamaged). Don't believe that registered correctly.

#74 FREDtheDEAD

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Posted 21 December 2014 - 06:47 PM

There is some weird stuff going on.

Light mechs are crazy hard to hurt sometimes while at other times it's normal.

Also note the ballistic/PPC impact visual effects delay bug makes this worse - the particle splash for impacts occurs some time after the impact should have happened and often the impact splash misses the target when it should have hit or vise versa - see the bug thread I started.

Delay = ping time so players with high ping (I'm 300) have a somewhat surreal ballistics experience.

#75 Event Horizon

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Posted 21 December 2014 - 06:48 PM

Host State Rewind will never work 100percent.

The only true solution is multiple servers.

With all you players spending so much on his game I can't believe you don't demand it.

#76 FREDtheDEAD

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Posted 21 December 2014 - 07:21 PM

I must post a video of it (need to install FRAPS) but..

In Training Grounds, shooting a dummy Atlas with a blown side torso in the back at a 45 degree angle with a PPC causes tiny amounts of front CT damage and no rear damage at all!

After taking off a side torso, it took well over 20 hits to kill the Atlas, firing with absolute accuracy at close range, shooting at the dead centre of the rear CT area.

I need to do more testing - try it and see if you're getting strange damage/hitreg issues even on unpiloted mechs in a non-networked environment.

I suspect a badly formed invisible hitbox for the blown torso was taking the damage aimed at the rear CT and transferring a fraction of it to the front. Which is a very broken mechanic as well as a hitbox issue.

Or it could be an issue with PPCs as they have had many reported issues since... forever (maybe).

This may affect other mechs and weapons. More testing needed.

Conclusion: something strange is going on with hitbox/hitreg and the MWO damage model - quite possibly more than just HSR bugs.

Edited by Xajorkith, 21 December 2014 - 07:30 PM.


#77 FREDtheDEAD

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Posted 21 December 2014 - 07:30 PM

View PostEugenics, on 21 December 2014 - 06:48 PM, said:

Host State Rewind will never work 100percent.

The only true solution is multiple servers.

With all you players spending so much on his game I can't believe you don't demand it.

It's because multiple servers reduce the number of players on each server and it's hard enough to get Matchmaker to come up with a balanced game as it is.

Teams from different countries wanting to play together would have to choose which team gets the laggy foreign server.

And what about players in out-of-the-way locations. You can't have a server in every country on earth.

HSR lag mitigation has to happen and that's that.

#78 Talis Thunder

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Posted 21 December 2014 - 08:02 PM

I agree completely with what Thecure said: This is a SHOOTING game. Without effective hit registrations, this is NOT a shooting game anymore. We're just playing a LOTTERY in which hit registrations are only a matter of LUCK.

This game has been released for 3 years already...I can't believe it's still plagued by SERIOUS hit-reg issues.

#79 Chimperator

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Posted 21 December 2014 - 10:29 PM

View PostThecure, on 21 December 2014 - 07:42 AM, said:

Maybe you should get your priorities in order. This is a first person SHOOTER game. Meaning you shoot ppl and you EXPECT them to take damage. For the past 2 hours I'm struggling to do some decent damage with a 4 LPL Thunderbolt. Logged out so I won't end up smashing things. CW and hero mechs are nice but for god's sake fix the BASICS. Don't blame people's connections. They work in other games.


True.... true....

#80 Pezzer

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Posted 22 December 2014 - 08:18 AM

Just came on here to post that my average damage has been halved since the "laser hitreg" hotfix.

Lasers MIGHT be registering more, but all other weapon types are registering far less often. I can no longer reliably have AC/5 hits register past 450m. That's horrible, seeing as how I could previously snipe out to 1000m.

I hope this gets fixed soon because I'm currently playing ballistic- and SRM-heavy mechs and this stocking stuffer event thus far has been a nightmare.

Edited by Pezzer, 22 December 2014 - 08:22 AM.






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