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Hit Detection / Hit Registration

Bug Report Feedback Issue

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#81 Pezzer

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Posted 22 December 2014 - 08:37 AM

View PostTalis Thunder, on 21 December 2014 - 08:02 PM, said:

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.

They did not have hitreg issues until the IGP/PGI breakup which is when they changed the physical servers over. While I'm surprised that the problems have persisted for so long, I remember that CW Beta just came out and realize where all of thier time and effort has been spent. Which is, spending it wisely on the most-anticipated feature of MWO.

Now they just have to get through the new servers' teething problems and MWO will be the #1 free-to-play game on the market again. But until then...

yeah...playing the game has been a horrible exercise in patience...

#82 ShinVector

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Posted 22 December 2014 - 05:00 PM

View PostPezzer, on 22 December 2014 - 08:37 AM, said:

They did not have hitreg issues until the IGP/PGI breakup which is when they changed the physical servers over.


I believe you speaking for only for low pingers.
HSR for lasers became progressively worst for high pingers when they slowly patching HSR for the other weapon types.
CW introduce server side bugs that has been fixed.

PGI stated that they will be working on lasers hit reg later in the new year period.
Hoping that this will make lasers HSR as good as it was when it was first introduced. Currently still a hit and miss for high pingers. (Meaning, sometimes it feels good.. More often you have to lead with lasers. Other times you just can't hit/damage the damn targets.)

Edit: Last night found out that thecure was in the 200ms latency range which is not far my own 235ms++ latency range. No wonder he has the same problems I do. :mellow:

Edited by ShinVector, 22 December 2014 - 05:03 PM.


#83 zaid

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Posted 22 December 2014 - 11:43 PM

View PostMasterGoa, on 19 December 2014 - 08:09 AM, said:

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


I'm also in Montreal with a 9 ping, and I've noticed the issue for a while. Sometimes lasers do well, sometimes it's like firing blanks. It's definitely better since the hot-fix, but still not perfect. I wonder if it's more to do with the difference in my ping and the targets ping. If the difference is too great, the servers can't properly track the hits. I especially notice the issue with lights not taking damage, but people never miss me when I'm driving a light.

Any way to slow down our ping? I'm wondering if I'd do better, and be harder to hit, if my ping was 100-200.

#84 ShinVector

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Posted 22 December 2014 - 11:55 PM

View Postzaid, on 22 December 2014 - 11:43 PM, said:

Any way to slow down our ping? I'm wondering if I'd do better, and be harder to hit, if my ping was 100-200.


..... Would you QQ if had to gamble to hit anything, if had your harder to be hit ability ?

#85 Thecure

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Posted 23 December 2014 - 05:27 AM

View PostShinVector, on 22 December 2014 - 05:00 PM, said:

Edit: Last night found out that thecure was in the 200ms latency range which is not far my own 235ms++ latency range. No wonder he has the same problems I do. :mellow:


Thats an other issue. At times my ping is at 150ms, others at 200ish but for that I DO NOT blame PGI, as i'm not sure what's the cause of that. What I do know is that, what ever the ping, its consistant throughout the game. I also know that there were times in the past that I could fight off or kill a light that was doing the circle of death on me. On various mechs and loadouts. Sometimes I could even defend myself against two of them IF I could put my back on a wall. Now I'm not saying this to complain againt Lights. I'm saying this cause, in my opinion, a fast mech running around a slow one is the ultimate test of code/HSR/server performance. One or all of them have degraded. And that leads us to the next problem: how do you balance any weapon when you don't register damage properly? Thats why I'm saying that proper hitreg should be the No1 priority.

#86 B0oN

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Posted 23 December 2014 - 05:47 AM

So, we have ascertained that HSR still doesnt work correct despite PGI´s tries to placate the "league of highpingers" .
Well, shows to me that we Easterners (as in : east of the big pond) aren´t core target audience and with that mostly get ignored .

This on/off working of HSR or parts of it are dismaying if not plain horribly disadvantageous to the unfortunates suffering from it, but so far nothing or not really much has been done to remedy the issue for ALL sides, let alone that the permanent complaints are being taken serious in any meaningful way .

It´s higest time to either get rid of HSR, fix it once and for all or finally give the community access to regional servers

Whaaaaaaaat ?
Split up the annoyingly thin playerbase even further ? You mad, son, or what ?
Nope .
Just ask yourself, for how long will average players (not us hardcore insane veterans, because we truly need to be insane to endure this^^) take this disadvantage until they finally have enough of it, leaving MWO for good, diminishing the playerbase permanently AND spreading negative word about it ? Not too long, what with the short life-time cycles of games we have nowadays and all .)

Maybe PGI´ans might wanna think about it over the coming holidays, I´ve heard rumours that filled bellies make for good foundations for some deep and intense thinking ;)

#87 PhoenixFire55

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Posted 23 December 2014 - 05:53 AM

View PostPezzer, on 22 December 2014 - 08:37 AM, said:

Now they just have to get through the new servers' teething problems and MWO will be the #1 free-to-play game on the market again.


2nd best joke of the month. 1st being the Community Warfare.

#88 Ironwithin

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Posted 23 December 2014 - 09:34 AM

View PostThecure, on 23 December 2014 - 05:27 AM, said:


Thats an other issue. At times my ping is at 150ms, others at 200ish but for that I DO NOT blame PGI, as i'm not sure what's the cause of that. What I do know is that, what ever the ping, its consistant throughout the game. I also know that there were times in the past that I could fight off or kill a light that was doing the circle of death on me. On various mechs and loadouts. Sometimes I could even defend myself against two of them IF I could put my back on a wall. Now I'm not saying this to complain againt Lights. I'm saying this cause, in my opinion, a fast mech running around a slow one is the ultimate test of code/HSR/server performance. One or all of them have degraded. And that leads us to the next problem: how do you balance any weapon when you don't register damage properly? Thats why I'm saying that proper hitreg should be the No1 priority.


That is probably the best post on ALL of the MWO-forums for at least the last 6 months ... everybody should print it out and mail (as in physically mail, post stamp and all) it to PGI.

#89 Event Horizon

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Posted 23 December 2014 - 03:25 PM

Thought I would reply in here also.



I have noticed a major change with recent server/HSR updates.

My ping is 24-60ms max.

While in a spider I just had a Jenner with a ping over 200 tap JJ to avoid all fire while at the same time his HSR buff allowed him to hit every time regardless of how I was positioned.

It is not only in my lights but in all mechs I play now, the high ping players seem almost invincible while I take almost every hit regardless of line of sight.

Low ping players seem normal.

I have never experienced such an extreme disadvantage in this game while having a low ping, and I have played since early beta.

Please fix this PGI.

#90 Fragger56

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Posted 24 December 2014 - 12:24 AM

Going to second what Eugenics said about high ping players now having an unfair advantage, not going to repeat the post and bug report that I've typed up in another thread.

TL;DR
At long range, high ping players can "dodge" shots that have already hit them on the low ping players client, low ping enemies don't have this advantage and shots reg normally with normal lead, high ping players require extra amounts of lead for shots to connect at the same range.

#91 CHH Badkarma

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Posted 24 December 2014 - 02:04 AM

View PostNeema Teymory, on 18 December 2014 - 10:38 PM, said:

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!


Since this fix went out my hit reg for lasers and ballistics has tanked. My damage per match is around half of what it was. Being on the west coast of the US, I don't think it is a distance issue.

#92 MrMadguy

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Posted 24 December 2014 - 02:45 AM

Lol. Was bored and decided to try WHK-Prime trial mech on River City testing grounds - my favorite testing grounds, cuz you don't have to walk for half an hour to find any mech dummies there. Oneshotted first light mech. And then tried to kill Atlas, that is standing at high city with his back turned to me. Wanted to kill it via destroying his back CT. Was shotting from medium distance - right from broken bridge edge. Guess what? Literally half of 2xCERPPC shots haven't registered! Half of shots registered as normal - damage to CT+ 2 random nearest parts. But that what was happening with other half of shots: just front (not even rear!) CT flashed, but no damage seem to be registered at all and no additional damage to other parts happened! It's getting more and more funny.

#93 Event Horizon

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Posted 27 December 2014 - 01:41 PM

Cursor turns red but the paper doll for the targeted mech does nothing.

It is most common when low ping vs high ping.

Hit reg is horrid for me right now, it has cut my damage in half if not worse since these most recent updates. My ping is sometimes the lowest of all players in a match, avg around 40.

Pease help PGI.

Edited by Eugenics, 27 December 2014 - 01:41 PM.


#94 Talis Thunder

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Posted 29 December 2014 - 08:01 PM

Hit reg went to the shltshole over the past weekend. If The Division from Ubisoft delivers in 2015, I'll quit this game without any hesitation. Playing this game has become really frustrating and disappointing.

Instead of buying more MC, I spent $100 in Guild Wars 2 over the holidays to gift my in-game buddies with gold, outfits and toys. PGI, don't blame anyone but yourself when your customers stop spending money in your game.

#95 Metal_Onslaught

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Posted 29 December 2014 - 10:40 PM

The game is great, but the netcode issues sometimes make the experience quite frustrating.
The Hit Reg seems to be working in a strange way: sometimes it works perfectly, and you can hit some targets from a great distance, but sometimes you cant kill a cored enemy while standing close to him. Ive just had a match when i was trying to take down a Centurion coming straight at me. 3 shots of 4 ErCML at the exposed torso didnt kill him. And players get in many situations like this.

Im planning to add some videos soon to make it look clear.

#96 Thecure

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Posted 08 January 2015 - 05:56 AM

After a good week during the hollydays, I'm back to not registering damage. Along with "unknown" failures, half a sec delay trying to zoom (my ping being 180ms) and other annoying stuff. So I'm back to wodering when and if this game will trully get out of beta. And I can't figure out how can I be looking at the social tab and be deployed at the same time...

#97 Harbinger Prime

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Posted 08 January 2015 - 06:33 AM

The goal was to run in standard battles to find a good instance of the Hit Detection / Hit Registration problem I was in a JM6-S with 2 AC20's, Count how many times the Dire Wolf's right leg gets hit (max armor for a Dire Wolf is 84) and after my destruction it just walks away. I is at half speed which should help in counting hits.




#98 Ironwithin

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Posted 08 January 2015 - 10:20 AM

View PostHarbinger Prime, on 08 January 2015 - 06:33 AM, said:

The goal was to run in standard battles to find a good instance of the Hit Detection / Hit Registration problem I was in a JM6-S with 2 AC20's, Count how many times the Dire Wolf's right leg gets hit (max armor for a Dire Wolf is 84) and after my destruction it just walks away. I is at half speed which should help in counting hits.





So ... is this an example for the hitdetection working really well, then ?

- First three shots missed (first one went over, second one hit the hill, third one went in the gap between arm and torso)
- one hit to the center torso
- one hit that seems to have just barely struck the upper corner of the "knee" of the leg
- two clear hits on the leg
- one hit on the other leg
- three more hits on the leg and it's destroyed
- then you shoot the leg 6 more times for whatever reason ... guess you didn't see the "component destroyed" message
84 Armor max + 42 Structure = 126 hitpoints
6 hits from AC20 = 120 hitpoints

Seems fair to assume he didn't have full armor and/or was slightly damaged after 4 minutes on caustic.


Don't get me wrong, hitdetection is wonky at times, the higher the ping the worse the result but this video does nothing to prove that.

Edited by Ironwithin, 08 January 2015 - 10:23 AM.


#99 Harbinger Prime

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Posted 08 January 2015 - 01:00 PM

View PostIronwithin, on 08 January 2015 - 10:20 AM, said:


So ... is this an example for the hitdetection working really well, then ?

- First three shots missed (first one went over, second one hit the hill, third one went in the gap between arm and torso)
- one hit to the center torso
- one hit that seems to have just barely struck the upper corner of the "knee" of the leg
- two clear hits on the leg
- one hit on the other leg
- three more hits on the leg and it's destroyed
- then you shoot the leg 6 more times for whatever reason ... guess you didn't see the "component destroyed" message
84 Armor max + 42 Structure = 126 hitpoints
6 hits from AC20 = 120 hitpoints

Seems fair to assume he didn't have full armor and/or was slightly damaged after 4 minutes on caustic.


Don't get me wrong, hitdetection is wonky at times, the higher the ping the worse the result but this video does nothing to prove that.



Lets go by what you listed, "two clear hits on the leg and then you shoot the leg 6 more times" so a total of 8 shots hit the right leg 8*20= 160, 84 Armor max + 42 Structure = 126 hit points which would make it 34 points of over kill and the leg should have been destroyed... but if you look at the very end of the video the DW walks by just fine as if it had no leg damage "guess you didn't see the "component destroyed" message" wasn't for the leg. Just for reference my ping is 42-70. So I guess that doing 160 damage to something that has 126 Hp and it walks away like nothing happened passes for "So ... is this an example for the hit detection working really well, then ?"

#100 Ironwithin

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Posted 08 January 2015 - 02:36 PM

View PostHarbinger Prime, on 08 January 2015 - 01:00 PM, said:

...


Dude ... you hit the leg for the 6th time at 1:11, right after you power back up, and as soon as you hit you get the "Component Destroyed 2300 CB 15 XP" message. What the F else would that message be for ? Of course it's the leg that just got destroyed. You can even see him LIMP one step back and then power down from his panic-laser volley.
And then you go and shoot the leg 6 more times for absolutely no reason at all.

Yes, he does walk by like normal from the viewpoint of your deathcam but that could just be a bug with the deathcam. I've seen way weirder things happen after I died, 'mechs floating along, turning on the spot without the legs moving, teleporting etc. etc. without even the slightest whiff of connectivity problems.





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