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2 Things I'm Tired Of.


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#21 Kristov Kerensky

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Posted 08 June 2015 - 04:04 PM

View PostTorric, on 08 June 2015 - 03:43 PM, said:


Well but that is because bandwith and connection quality are two entirely different things...


Yes, and the quality is where the problems occur, and they are totally beyond PGI's control. Turbine used to have a datacenter in Boston, MA, and it had 2 main lines that were hitting ATT nodes that were just horrible. Lag and packet loss would skyrocket whenever those nodes were hit, Turbine documented, the players documented, the datacenter documented and ATT just ignored everyone and said nothing was wrong.

The datacenter had new lines run to totally bypass those ATT nodes, and lo and behold, no more issues! Only took a couple of years to get to that point, and ATT still hasn't fixed those nodes almost 10 years later.

I usually ping 65ms to the MWO servers, but occasionally I'll get pings that bounce from 65 to 1242 or higher for hours at a time, randomly occurs, day or night, week day or weekend. I've run traces and it's just a couple of nodes that go wonky every so often. Probably older nodes with old hardware that no one has looked at in years, it happens. That's when I just kick on the XBox and play some Destiny or CoD:AW Zombies.

#22 Summon3r

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Posted 08 June 2015 - 04:10 PM

its PGI, this has been going on forever, over 3 years anyway....... i actually think MWO is a high school project for kids to work on.

#23 Ramagar

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Posted 08 June 2015 - 05:58 PM

I hate to say it but MW4 was actually a better game. More maps, bigger, mech lab made sense, little mechs couldn't take full assault alphas and mot be losing a limb, no ECM jesus boxes, destuctable stuff. Not that MWO isn't prettier but jesus guys gamplay is important.

#24 Rampancy

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Posted 08 June 2015 - 06:25 PM

View PostRamagar, on 08 June 2015 - 05:58 PM, said:

I hate to say it but MW4 was actually a better game. More maps, bigger, mech lab made sense, little mechs couldn't take full assault alphas and mot be losing a limb, no ECM jesus boxes, destuctable stuff. Not that MWO isn't prettier but jesus guys gamplay is important.
MW4 gameplay was exclusively LL/PPC+Gauss poptarts. It was godawful, compared to MWO.

#25 badaa

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Posted 08 June 2015 - 09:57 PM

View PostMister D, on 06 June 2015 - 03:47 PM, said:

1. Having my crosshair dead center on a Light's CT, and pouring damage into it that would rip an Atlas in half, only to have it land damage on some other part I wasn't even hitting, or the paper doll flashes a little bit as though nothing got through at all.

2. Teleporting collisions when sombody bumps into you, one minute they're in front of you, the next, they've teleported somewhere else completely giving you no idea where they went.

Thats it for now.


preach brother

#26 Speedy Plysitkos

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Posted 08 June 2015 - 10:04 PM

um, ye.

Did you play CW ?

#27 Zfailboat

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Posted 08 June 2015 - 10:59 PM

1. yes the rubberbanding has gotten worse since 2 patches ago I believe.

2. the bigger your ping is the worse it is to hit things with lasers - but that's life. I have given up on PGI doing anything about it. I cant remember when it was but I remember seeing a response from Russ about pings to the Europeans about getting their own server - the response was - "but that will make the Americans unhappy".

Now PGI do Claim that hitreg has rewind on it - where if YOU get the mech on your side, the server rewinds the damage onto the enemy. but that's total B S and hasn't happened ever in the 15 months I have been playing, I always have to aim my lasers infront of the target and guess his position.

#28 Summon3r

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Posted 09 June 2015 - 08:28 AM

View PostRampancyTW, on 08 June 2015 - 06:25 PM, said:

MW4 gameplay was exclusively LL/PPC+Gauss poptarts. It was godawful, compared to MWO.


not it wasnt, was completely map dependant and somewhat ffp dependant........... mwo will never amount to anything close to any of the previous mechwarrior games, good lord you could even blow buildings up in mw2

#29 Ursh

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Posted 09 June 2015 - 08:40 AM

I can lead people in real life with a rifle or pistol just fine. Years of mercenary work for Joseph Kony saw to that.

It's difficult for me to do it consistently when the game's ghost hitreg isn't consistent though.

#30 Almond Brown

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Posted 09 June 2015 - 09:00 AM

Let's make PGI responsible for the Internet and the 1000's of ****** old PC's trying to play it because it is their fault right. They built MWO and they didn't fix the f'ing Internets too. ********. ;)

MW4 was a SP game with Online tacked on ffs. Some folks need to either get a grip or a clue. Just one of those would be of immense help around here.

Edited by Almond Brown, 09 June 2015 - 09:01 AM.


#31 Felicitatem Parco

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Posted 09 June 2015 - 02:59 PM

Most people don't understand that you have to choose between secure server-side registration that is subject to ping delay of hitboxes, or client-side registration with instant hit registration and rampant cheating.

#32 Cyborne Elemental

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Posted 09 June 2015 - 03:20 PM

With the recent ban of cheaters, your argument means nothing anymore Prosperity.

Pgi announcing that cheating is happening, and the wave of bans means it wouldn't make any difference what kind of hit registration they go with.

It actually opens up the possibility of getting a more reliable hit detection system going.

Edited by Mister D, 09 June 2015 - 03:28 PM.


#33 CMDR Sunset Shimmer

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Posted 09 June 2015 - 03:28 PM

The Voidshield is real.

#34 Kristov Kerensky

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Posted 09 June 2015 - 06:24 PM

View PostMister D, on 09 June 2015 - 03:20 PM, said:

With the recent ban of cheaters, your argument means nothing anymore Prosperity.

Pgi announcing that cheating is happening, and the wave of bans means it wouldn't make any difference what kind of hit registration they go with.

It actually opens up the possibility of getting a more reliable hit detection system going.


Wrong.

The cheating would be far more rampant with clientside auth, just as it is in the other CryTek engine games, which are all hacked to hell and back and have been since the engines were in BETA TESTING. CryTek does craptacular netcode and security, easy as hell to hack. MWO had quite a few hack users in CB, guess you missed that though. PGI was still using the CryTek netcode when CB started, every single existing CryEngine hack worked out of the box. PGI switched the netcode to be serverside and whoa, look at that, all those hacks ceased to work for a bit. And most of them will never work again.

So, there's actually a valid reason to switch to serverside auth and deal with the hitreg issues, because only an effing MORON allows the client to determine how the game operates.

#35 Felicitatem Parco

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Posted 10 June 2015 - 08:16 AM

Some people, like MisterD, don't know how client-side authorization allows you to tell the server that you're killing enemies in droves and the server just says "okay, whatever you say, buddy!" Whereas server-side authorization makes the server say "hold on a second, buddy, let me check and see if you really did shoot that guy."

But, you know, the employees at PGI eat babies and shoot endangered animals for fun, and all that. That's why we have cheaters who use aimbots, and it's all PGI's fault.

#36 Cyborne Elemental

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Posted 10 June 2015 - 10:22 AM

I've played games with both authoritative methods, and games with no netcode for lag compensation at all.

I guess after playing games like Battlefield-Badcompany2, Battlefield-3/4 which use HSR just like MWO does, and never having hitreg issues like what we get with MWO, I don't clearly understand why its as bad as it is.

The Battlefield games are also known to have rampant cheating, despite having both Punkbuster, and server authoritative netcode.

The bottom line I see is, cheaters are going to cheat no matter what, so in my mind I feel what difference does it really make?

I didn't mean to jump down your throat and make this some personal **** flinging contest, I'm just tired of bad hitreg.

#37 Water Bear

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Posted 10 June 2015 - 10:28 AM

View PostAppogee, on 06 June 2015 - 10:56 PM, said:


Wait, you say the damage is actually registering somewhere...?!

You don't know how lucky you are, son.


You guys make it sound like light hit boxes make them un touchable. Just last night I shot one leg off a Commando with 2 ppcs and then immediately shot the other leg off. As he was juking around next to a wall.

Are you guys sure you aren't just getting some bad luck and shooting a spot where the animation just so happens to make the mech move whatever part you were shooting at?

#38 Cyborne Elemental

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Posted 10 June 2015 - 10:35 AM

Its more of an issue with lasers, ballistics (ppc/AC/Gauss/SRM/LRM) seem to be alot more reliable and its not just because of zer0 duration, when they hit and you see them hit, damage goes through.

With lasers, you can have dead on aim for their entire duration and unless the target is sitting still or coming straight at you so that the hitbox lines up, it feels like damage isn't being recorded properly.

Its something to do with hitscan and the desync of the hitbox/avatar that makes lasers just not deal the damage they should be on moving targets.

#39 Kristov Kerensky

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Posted 10 June 2015 - 10:41 AM

View PostMister D, on 10 June 2015 - 10:22 AM, said:

I've played games with both authoritative methods, and games with no netcode for lag compensation at all.

I guess after playing games like Battlefield-Badcompany2, Battlefield-3/4 which use HSR just like MWO does, and never having hitreg issues like what we get with MWO, I don't clearly understand why its as bad as it is.

The Battlefield games are also known to have rampant cheating, despite having both Punkbuster, and server authoritative netcode.

The bottom line I see is, cheaters are going to cheat no matter what, so in my mind I feel what difference does it really make?

I didn't mean to jump down your throat and make this some personal **** flinging contest, I'm just tired of bad hitreg.


When you are playing those BF games, you don't notice the HSR issues because you ASSUME it's the damned CoF that they use that made you miss your shot. It wasn't, it was HSR issues, DiCE just hides that with CoF. Sniper rifles would actually totally remove the CoF if you scoped for X time frame while stationary and prone, you would STILL have HSR eat your shots. And BF games are so heavily hacked because it's an incredibly popular and well selling game. From BF1942 to the latest BF4 version, it's got a LOT of players, so the hack makers have incentives to make hacks, especially since they all charge for them these days, it's a great money maker.

MWO, not so well known, not a huge playerbase, and guess what, they sell hacks for it, have since CB, enough that they keep updating them to avoid detection when PGI detects them. 64 accounts got banned, how many accounts did NOT get caught is my question, because typically it's a small percent of actual hack users that get caught. I've seen entire teams of 30 players who all freely admitted they used hacks, but only 1 of them got caught by detection software, think about that.

HSR issues aren't all that bad in MWO, people THINK they are, but they aren't, it's a perception thing. I see bad HSR issues once in a few drops and every single time, it's someone with a sky high ping OR a super low ping. Sky high pings, HSR issues are a given, but the low pings? Either they have a really craptacular connection despite the low ping, which is possible, OR they are using a hack, one specifically for damage avoidance, very different critter from the wallhack/aimbot hacks. I know which one I assume it is, but I did spend many years hunting down those types of players for a living, so I'm quite biased.

And lasers should be the least affected of the weapons by HSR issues, burn times means more chances for HSR to catch the damage, packet loss is going to be the issue there, and that will be due to bad connections on either end or both.

#40 Appogee

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Posted 10 June 2015 - 11:55 AM

View PostWater Bear, on 10 June 2015 - 10:28 AM, said:

Are you guys sure you aren't just getting some bad luck and shooting a spot where the animation just so happens to make the mech move whatever part you were shooting at?

Yes, playing 3 hours a day for 3 years, that's exactly the bad luck I keep having, match after match ;)

Edited by Appogee, 10 June 2015 - 11:55 AM.






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