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2 Things I'm Tired Of.


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#1 Cyborne Elemental

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Posted 06 June 2015 - 03:47 PM

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.

#2 Glaive-

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Posted 06 June 2015 - 03:55 PM

So general net code issues?
I agree though, both of those areas desperately need to be fixed.

#3 seye

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Posted 06 June 2015 - 04:31 PM

MWO has probably the worst netcode of any game I've played. Ballistics have their oddities, like hitting the back of a mech when you shoot them in the front (AC20). But the interaction between lasers and the hitboxes of the fast moving mechs is really strange - the hitbox lays in front of the model the player sees on the screen and this seems to get worse as mech speed and ping increases. Shoot them precisely in the legs on my screen, and do little to no damage. Aim into the empty space in front of them, and have most of the damage register.

My ping is decent too (130 - 150) but this hitbox seperation is a lot more extreme then it should at this ping.

I looked for a picture to illustrate this hitbox lead better, found this one from cs:

Posted Image

#4 Eboli

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Posted 06 June 2015 - 05:11 PM

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


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.


Actually in this latest patch I am finding this much worse than usual and quite frustrating when the enemy decides to give you a face hug, disappears, and ends up behind you. Reminds me of the good old knockdown process of getting back up and being clobbered by FF because both you and your enemy got swapped in position.

It is bad enough when a friendly mech overtakes you and stutters the screen as they collide with you mech...

Cheers
Eboli

#5 Cyborne Elemental

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Posted 06 June 2015 - 06:37 PM

Except neither HSR nor hitscan are working like they should be, both have unique and equally ridiculous problems.



#6 bad arcade kitty

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Posted 06 June 2015 - 06:44 PM

>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.

heh, i recall one game where i was shooting at an assault face to face, then ran to the cover, around a hill and jumped from the hill to the back of that assault, that assault died and asked how i managed to warp behind :3

#7 Elizander

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Posted 06 June 2015 - 07:30 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.


As for lights I just expect nothing from lasers and I just try to land an AC20 or Gauss in their face.

Happens to me too but it's worse when you fall on someone and now have to do a 360 to figure out who ended up where.

#8 LordKnightFandragon

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Posted 06 June 2015 - 07:55 PM

View Postseye, on 06 June 2015 - 04:31 PM, said:

MWO has probably the worst netcode of any game I've played. Ballistics have their oddities, like hitting the back of a mech when you shoot them in the front (AC20). But the interaction between lasers and the hitboxes of the fast moving mechs is really strange - the hitbox lays in front of the model the player sees on the screen and this seems to get worse as mech speed and ping increases. Shoot them precisely in the legs on my screen, and do little to no damage. Aim into the empty space in front of them, and have most of the damage register.

My ping is decent too (130 - 150) but this hitbox seperation is a lot more extreme then it should at this ping.

I looked for a picture to illustrate this hitbox lead better, found this one from cs:

Posted Image



Yeah, but if you aimed at where that ghost soldier is, you would miss entirely.....

#9 Abisha

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Posted 06 June 2015 - 09:10 PM

View PostLordKnightFandragon, on 06 June 2015 - 07:55 PM, said:



Yeah, but if you aimed at where that ghost soldier is, you would miss entirely.....


well you will have missed in real life to. consider that light travel (Ping) from shooter to target and back=delay of distance.
the target dashing to left with some strong force your aim sudden be bit off in order to hit

so the hit box seams reasonable to me

#10 Questia

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Posted 06 June 2015 - 10:49 PM

1. Yeah, we from Oceania, Europe, and whoever has >200 ping or so has that problem. The trick is to aim where you think they will be x/1000 seconds from now.

So, that means if I have, say, 260 ping, I have to aim at where they will be a quarter of a second from now. As you may imagine, that causes a lot of problems with high-speed, high-maneuverability mechs - I suspect this is where most of the 'lagshield' accusations comes from.

I find it's worse with lasers, not better, because at least with ballistics and missiles the effect showing where you hit the enemy is server-side. With lasers, the effect is client-side, but the actual code is server-side, so there's a disparity between what you see and what you get - plus it's more vulnerable to packet loss and other such shenanigans (there's a reason I don't like non-pulse lasers!)

It's stupid honestly. One of the first things I learned about computers is WYSIWYG (What you see is what you get), and it throws me off when that isn't the case. Stupid netcode, ruins games, makes skill moot... or at least adds an unprecedented layer of guesswork to skill which is just stupid.

I'd be welcoming aiming bloom into MWO if only PGI fixed the hitreg first!

2. Yeah, that. I wonder why MWO didn't do what MW4 did - if you bump into the enemy, you stop, no exceptions, making you dead meat as you should be when you thought it was a good idea to jump Jedi-style into the middle of the enemy.

Now, everything just doesn't feel solid enough.

#11 Appogee

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Posted 06 June 2015 - 10:56 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,


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

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

#12 Peter2k

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Posted 06 June 2015 - 11:38 PM

Meh

When I tell my buddy's at work I got a pint of 115 in this game they a all go "damn that's a lot"

Russ was asking if getting the funds together for regional servers is something players would like
Might be coming with some kind of funding/founding; nothing big planned yet
Just wanted players reactions (which where good, can't blame him anymore for not coming here, it's ... Difficult in here)

;one Server in Central Europe, one in Singapore I think, with an option to still drop on the NA one (like selecting gamemode)

Pro tip in the meantime, sweep with a laser and when the reticule turns red give him the rest
Only PPC's seem to be still dodgy from time to time for me

#13 Cyborne Elemental

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Posted 07 June 2015 - 06:10 PM

I wonder what the normal netcode looks like in any other Cryengine game, and why the majority of those seem to behave so much better.

Is there a 1-800-net-code that PGI can call for help lol?

#14 lol lol lol lol lol lol lol lol

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Posted 07 June 2015 - 06:24 PM

OP has the tolerance of Gandhi if only tired of exactly 2 specific things in MW:O.

#15 Nightmare1

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Posted 08 June 2015 - 12:37 PM

Bullet 2) in the OP could be fixed if knockdowns were re-implemented...

#16 Cyborne Elemental

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Posted 08 June 2015 - 01:26 PM

What if throttles were forced to 10% every time you came into contact?

I don't think anyone wants knockdowns back, just some kind of reliable solid collision that doesn't result in one or both players teleporting around eachother.

#17 Narcissistic Martyr

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Posted 08 June 2015 - 01:40 PM

View PostMister D, on 07 June 2015 - 06:10 PM, said:

I wonder what the normal netcode looks like in any other Cryengine game, and why the majority of those seem to behave so much better.

Is there a 1-800-net-code that PGI can call for help lol?


Cryengine doesn't have server side authentification for hit reg and the like. Something that an MMO like MWO must have to reduce the number of cheaters. So PGI coded a lot of the netcode from scratch.

#18 Kristov Kerensky

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Posted 08 June 2015 - 01:55 PM

CryEngine's native netcode is all clientside auth, and it's actually pretty horrible, Crysis wasn't known for it's great online play, it was known for the massive amount of hacks in it's online play, like every other clientside auth game out there.

NO online game is issue free when it comes to these issues, you just may not notice them as often. BF games are all serverside, and they've always suffered from the hitreg issues. MMOs are serverside, but few of them are real time, so there's no hitreg to deal with. DDO has real time combat and it has hitreg issues, Planetside 2 has hitreg issues, drove me NUTS at times, target is standing still, not moving, sniping someone directly across from me, so I've got a nice clean shot on him back. 2 CLIPS later with my sniper rifle, he's STILL not been hit, and my ping is all of 35ms! Guy hasn't MOVED, doesn't even know I'm firing at him, can NOT get a single shot to register. Finally say to hell with it, run up and grenade his ass.

Yeah, hitreg is an issue for every online PvP game, client or server auth, it's the INTERNET, connections betwixt you and the server and your target all come into play. I've got a nice huge pipe at home, but so what, my ping hasn't changed in 3 years despite my pipe being 4x as wide now, from 5 to 20. I still have the same pings for every game I play, I still have the same hitreg issues, but I CAN download stuff a lot faster! Unless it's an XBox update...then my connection degrades to 300baud dialup speed without fail.

#19 Torric

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Posted 08 June 2015 - 03:43 PM

View PostKristov Kerensky, on 08 June 2015 - 01:55 PM, said:

I've got a nice huge pipe at home, but so what, my ping hasn't changed in 3 years despite my pipe being 4x as wide now, from 5 to 20. I still have the same pings for every game I play, I still have the same hitreg issues, but I CAN download stuff a lot faster! Unless it's an XBox update...then my connection degrades to 300baud dialup speed without fail.


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

#20 Xoco

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Posted 08 June 2015 - 04:03 PM

View Postseye, on 06 June 2015 - 04:31 PM, said:

MWO has probably the worst netcode of any game I've played. Ballistics have their oddities, like hitting the back of a mech when you shoot them in the front (AC20). But the interaction between lasers and the hitboxes of the fast moving mechs is really strange - the hitbox lays in front of the model the player sees on the screen and this seems to get worse as mech speed and ping increases. Shoot them precisely in the legs on my screen, and do little to no damage. Aim into the empty space in front of them, and have most of the damage register.

My ping is decent too (130 - 150) but this hitbox seperation is a lot more extreme then it should at this ping.

I looked for a picture to illustrate this hitbox lead better, found this one from cs:


Does MWO actually have hitbox lead, or does it work like TF2 where you actually aim at the model?





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