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Cal Predine
StarKnight Security
46
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Posted - 2013.08.24 10:45:00 -
[1] - Quote
I've been following the Dust project since its very first announcement a few years back. Just lately, I've been disappointed to the degree I had to take a few months break.
I'd inevitably tray a game, only to quit, extremely dissatisfied, partway through the match. So after recent announcements about improvement to performance, I decided to give it a try.
It's certainly better, but core gameplay still falls very far short of target. And here's the (main) problem: Hit detection has always been a problem, but the last game I started (and didn't bother to finish) exemplified it perfectly. An enemy ran across my line-of-site, having not spotted me. I opened fire and removed shield and armour bars, but apparently not quite enough damage to take him down (ahem), before he ran into the city and out of site. I followed, and he recharged shields and broke cover *five times*, each time I removed his shield bar, completely but was unable to take him down despite continued fire. After this sixth episode, we had run completely through the city and out the far side. Another enemy came in through the gate our Captain Scarlet wannabe was exiting. So I also stripped *him* of his shield and armour bars, then he ran into cover (you can see where this is going, right?) Another enemy joined them, same again. And again. And again... Now, a few times may be coincidence, but this just KEEPS ON HAPPENING and really needs some attention. It will be immediately obvious that time spent adding new shinies is wasted time if the existing equipment is not behaving correctly. |
Cal Predine
StarKnight Security
46
|
Posted - 2013.08.26 10:46:00 -
[2] - Quote
Tried again today (this is more Dust in 2 days than I've played in the last 3 months!) hoping for a continuation of recent improvements, but no luck. Today it was back to one of the other faults many of us have been reporting for the last year or so - damage not being recorded at all (as distinct from damage apparently being recorded up to the point at which it should take the target down). I had an elevated and partially covered position, and (from considerable range) fired repeatedly while zoomed in at a heavy with a Tac Assault rifle. Zero damage recorded despite visible impacts on his model. He was able to hit me first time without the benefit of sight zoom using his highly agile and accurate Forge Gun, of course... |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
212
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Posted - 2013.08.26 15:11:00 -
[3] - Quote
Sometimes this issue is lag, sometimes this issues is collision problems. Was the match laggy? Or were the people standing near any objectives? As a lot of the time, the objective framework metal seems to take the impact and protect said enemy. Even if you are firing directly at the guys head.... |
Cal Predine
StarKnight Security
47
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Posted - 2013.08.27 18:49:00 -
[4] - Quote
Hey Bolt, yeah all good suggestions for possible causes. certainly not overlapping fire detection zones on this occasion - although it's still very much present as a problem, I'm kind of used to it now (would love to see it fixed, still, but there you go). As for lag - well, that's harder to track down, I see lots of "lag-like" behaviour, including teleporting enemies (most likely client/ frame update issues, but it's certainly not impossible that there's some dropping or delay of location information over the network), rubber-banding (very uncommon, but certainly network or server-side) and, quite likely, this problem
During the games I've experienced this, I was not particularly aware of any abnormal level of lag-style problems but (as the game traffic is carried over UDP, and therefore is not delivered reliably by definition), this does indeed seem a highly plausible cause -the damage message to the server may simply not be arriving. But the "shield and armour bars go down, enemy keeps on fighting" phenomenon argues against this - it's hard to know for sure without knowing where character damage and death are calculated, and whether a "non-definitive" damage calculation is being done client-side to give me a fast indication of weapon effect (for the shield and armour bars) without having to wait for a damage message to reach the server, the server to re-calculate the enemy's remaining armour and shield, then message my client back with updated values - this makes sense.
Either way, something's certainly wrong, so I'll just keep adding observations as I make them, and would encourage others to do so, in the hope that sooner or later the Devs will have that key bit of info that allows them the proverbial "Eureka!" moment and resolve this once and for all! |
Cal Predine
StarKnight Security
47
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Posted - 2013.08.29 20:10:00 -
[5] - Quote
In four separate games today, I was killed (according to the death notice) by an enemy with zero shields and armour. On two of those occasions, it was by the same enemy. Now, by anyone's standards, that's a mighty coincidence, and doesn't even account for the times I was shot by someone otherwise uninvolved in the exchange, which would make the figures seem more plausible.
I'm clearly going to have to keep a camera beside me when I play Dust! |
Cal Predine
StarKnight Security
47
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Posted - 2013.09.14 10:16:00 -
[6] - Quote
Just a note that this is still very much an issue. I just tried Dust again, had a small group of enemy coming at me, and managed to hold them off quite some time, dropping their shields and armour to zero in turn (when the game client recognised my hits, that is). But they'd just dive back into cover, recover the damage, return to the fray - the futility is obvious and can only possibly end one way.
I should add that when the update was first released, and match-making was taking a looooong time, this appeared (possibly coincidentally) to be far less of a problem. I thought at the time that although the long match delay was a bit of an inconvenience, I'd much rather put up with a 5 minute delay to get into a 15 minute game in which I can actually take part, rather than instantly get into game after game in which I may as well not have bothered turning up. |
KalOfTheRathi
Black Phoenix Mercenaries
711
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Posted - 2013.09.14 11:22:00 -
[7] - Quote
Just a suggestion but adding the GMT for the time in game and maybe a map description can be useful. Not saying it will be, just that is can be sometimes.
I have driven many to 0/0 but never with the consistency you describe. One more hit with anything killed mine though. |
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