Jump to content

Don't Think I Can Play 12V12 Anymore With Hit-Reg/net-Code Issues At This Point


72 replies to this topic

#61 Bohxim

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 523 posts

Posted 23 February 2018 - 12:09 AM

View PostGhogiel, on 22 February 2018 - 10:38 PM, said:

I just want to point out that some time ago PGI made it so head hitboxes are purposefully disabled on DC'd mechs. In this instance this is not a bug as you can see that the leg shot also works correctly as intended as well as the disabled cockpit.


This is not on purpose I believe they just let it be desynced so it is still there but at a different location from what you see. I have had a head shot on a dc mech once within the last 2 months so it's definitely still there

#62 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 23 February 2018 - 03:08 AM

View PostMechaBattler, on 22 February 2018 - 04:35 PM, said:



"Engine update" would require rebuilding the whole thing. They've modified the original engine so much they can no longer simply update. So really they would have to do a complete rebuild.

I think maybe the long shot we could hope for is that they essentially convert MW5 into MWO2.0. They've already built much of the core mechanics there. And they're going to work on netcode for coop. It doesn't sound like too much of a stretch for them to go the full monty and recreate it as MWO2.0. Plus it'll be easier to use assets from one to the other and swap people working on them around.


Good points.

As for the topic I am doing maybe 10% damage for the last few days. Almost every match. How I am keeping my stats up at all is a wonder.

Edited by Johnny Z, 23 February 2018 - 03:15 AM.


#63 Rocket2Uranus

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 359 posts

Posted 23 February 2018 - 09:45 AM

100% agree netcoding/hitbox/hitregister is trash.

But this is whole lot better than it used to be.

But still trash.

#64 Imperius

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God
  • The God
  • 5,747 posts
  • LocationOn Reddit and Twitter

Posted 24 February 2018 - 07:26 AM

View PostMechaBattler, on 22 February 2018 - 04:35 PM, said:


"Engine update" would require rebuilding the whole thing. They've modified the original engine so much they can no longer simply update. So really they would have to do a complete rebuild.

I think maybe the long shot we could hope for is that they essentially convert MW5 into MWO2.0. They've already built much of the core mechanics there. And they're going to work on netcode for coop. It doesn't sound like too much of a stretch for them to go the full monty and recreate it as MWO2.0. Plus it'll be easier to use assets from one to the other and swap people working on them around.

Bruh who do you think was a big push for MW5 ON UNREAL? Except I wanted it tied into MWO with separate balancing for PVE and PVP.

Yes, it’s still a possibility, but with more and more features being added to mwo its time has sailed. MWO will forever stay locked in to crapengine frankencode edition.

I’m still happy though because pve with friends is way more enjoyable than pvp with potatoes. I was trying to improve this game while fighting for what I wanted.

#65 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 25 February 2018 - 10:27 AM

View PostImperius, on 24 February 2018 - 07:26 AM, said:

Bruh who do you think was a big push for MW5 ON UNREAL? Except I wanted it tied into MWO with separate balancing for PVE and PVP.

Yes, it’s still a possibility, but with more and more features being added to mwo its time has sailed. MWO will forever stay locked in to crapengine frankencode edition.

I’m still happy though because pve with friends is way more enjoyable than pvp with potatoes. I was trying to improve this game while fighting for what I wanted.


All those features have not made up for the shortcomings of the game. Player numbers aren't exactly at an all time high. I won't say that rebuilding in a new engine would improve that. Because that has a lot to do with how well PGI is able to deliver on a better experience. But MW5 will draw away even more holdouts, holdouts who may be whales. Further depleting MWO's viability. I guess as long as the profits outweigh the costs of the server and continued development. It should be okay?

#66 Imperius

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God
  • The God
  • 5,747 posts
  • LocationOn Reddit and Twitter

Posted 25 February 2018 - 10:41 AM

View PostMechaBattler, on 25 February 2018 - 10:27 AM, said:


All those features have not made up for the shortcomings of the game. Player numbers aren't exactly at an all time high. I won't say that rebuilding in a new engine would improve that. Because that has a lot to do with how well PGI is able to deliver on a better experience. But MW5 will draw away even more holdouts, holdouts who may be whales. Further depleting MWO's viability. I guess as long as the profits outweigh the costs of the server and continued development. It should be okay?

Yup I knew that from the start and Solaris will be no different. This whale is holding out for MW5.

#67 Damnedtroll

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 676 posts
  • LocationFrog land of Quebec

Posted 25 February 2018 - 10:54 AM

View PostBrain Cancer, on 21 February 2018 - 07:26 PM, said:


Disconnects in general have funky hitreg, to the point where sometimes it takes Streaks or other guided weaponry to make a significant amount of hits on-target.


Thx didn't know about that, it was free head-shot some times ago and it explain some frustration in a couple of games.

#68 RustyBolts

    Member

  • PipPipPipPipPipPipPipPip
  • The Deadly
  • The Deadly
  • 1,151 posts

Posted 25 February 2018 - 11:38 AM

My biggest issues are with PPCs. One is fine, but if I fire more than one or chain fire them, they pass right through the target.

#69 Elizander

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,540 posts
  • LocationPhilippines

Posted 25 February 2018 - 11:22 PM

Happens to me often enough. Very punishing when you blow a full laser alpha for tickles. Posted Image

#70 Exilyth

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,100 posts
  • LocationTerra

Posted 27 February 2018 - 08:10 AM

Sometimes it feels like the damage is applied from/to the wrong mech.

Just had another round where I had an enemy (who was standing still) targeted, shot them from near point blank range with no obstacles between us and didn't register any damage at all.

In rare cases, when I deal the killing blow to an enemy, another player is credited with the kill even though they're on the other side of the map with no LoS to the target and the player in question isn't equipped with LRM.

I've also had some matches with suspiciously high team damage even though I didn't get run into, wasn't near any teammates, was only shooting at enemies which themselves were far away from teammates with no teammates anywhere between.

If theese instances weren't so rare, I'd film every match and report this to support. But alas, I've got a life and neither enough time nor enough hard drive space for that. Posted Image

Invisible walls on most maps don't make differentiating between invisible walls and true hitreg issues easier. Posted Image

#71 The Basilisk

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,270 posts
  • LocationFrankfurt a.M.

Posted 27 February 2018 - 08:28 AM

View PostHobbles v, on 22 February 2018 - 07:19 AM, said:

Its not hit reg. Its people not understanding ping. You people are missing your targets because they arent there. If you have over 80 ping the delay is extremly noticable. Remember 100 ping is about 1 tenth of a second in an fps that is an eternity. Mechs can move a full body length in that time span.

I get 18-35 ping on average in NA. I have no hit reg problems there. I end up on euro server with 120 ping i notice i have to lead more and instant hit weapons like lasers become harder to pinpoint with. There is nothing pgi can do to fix this other than split the pop into even more regional servers they dont have ths resources or the population to support that.


While this is not quite right due to a fancy thing called HSR (host state rewind) algorythm that has been introduced into MWO around the end of it's closed beta phase (also the reason why we can not have inverse kinematics) this magic algo only works sufficiently well between 0 - 250ish ms pings.
To make a very long story short...it compensates for players having different pings so leading is no problem most of the time.
Where things get frisky is when latencys are unstable.
The moment you or your oponent got larger fluctuations in your latency HSR actually makes things worse.

So actually it isn't realy the hitreg that causes problems but rather the fact that MWO is so serverauthoritative and Internet doesn't realy get more reliable with all the self-important streamers clogging the www with their streams at certain times of the day.

Edited by The Basilisk, 27 February 2018 - 08:33 AM.


#72 mogs01gt

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • 4,292 posts
  • LocationOhio

Posted 27 February 2018 - 12:03 PM

View PostScout Derek, on 21 February 2018 - 06:33 PM, said:

Yeah. I said it. I'm getting really fed up with the hit-reg or net code issues this game's had for years on end.

because I couldn't according to hit reg hit my mark, we lost the match. I watched as another guy in the same match had to put in two volleys of SRMs into the same spot before the other mech died. this really irritates me.

I tried playing today, I really did. 5-8 matches in fact; But I can't get into it, and the gameplay is getting stagnant, it's really wearing my interest down. I'll probably wait till solaris, one of the last few things this game might hold interest for me in a long time. If solaris fails though... I'll probably just stop. With the little time I get to play this game.... it ain't worth wasting time if all I get are horrible hit reg scenarios each time I need to hit my marks.

I walked up and behind a SuperNova and alpha'd 3 times....I was running 4xSRM6 and two ERLMLs...First one took his armor to yellow, second stripped it, 3rd one flashed his CT but he walked away... WTF! This is why I feel ike we are stuck running lasers vomit builds which is boring as ****.

View PostHobbles v, on 22 February 2018 - 07:19 AM, said:

Its not hit reg. Its people not understanding ping. You people are missing your targets because they arent there. If you have over 80 ping the delay is extremly noticable. Remember 100 ping is about 1 tenth of a second in an fps that is an eternity. Mechs can move a full body length in that time span.

I get 18-35 ping on average in NA. I have no hit reg problems there. I end up on euro server with 120 ping i notice i have to lead more and instant hit weapons like lasers become harder to pinpoint with. There is nothing pgi can do to fix this other than split the pop into even more regional servers they dont have ths resources or the population to support that.


umm no. It has nothing to do with ping. When your hit marker and the target indicate damage was done, the paper doll shows damage was taken yet the mech is still standing, that is the issue. The mech in my post didnt even turn around until the third alpha....

Edited by mogs01gt, 27 February 2018 - 12:11 PM.


#73 Ensaine

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 831 posts
  • LocationOn a frozen rock .....

Posted 01 March 2018 - 07:14 AM

View PostRelishcakes, on 22 February 2018 - 03:26 PM, said:

Then I misunderstood the nature of your comment and I apologize. However I DID say i might be wrong but i’ve not seen any issues apart from the occasional double PPC-pass through.


You've not NOTICED them.. the issues DO exist, and it HAS happened to you.......





7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users