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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4028
|
Posted - 2013.12.06 09:57:00 -
[1] - Quote
Now that I'm done with class (I passed, go me) I have a bit more time to refocus my efforts on testing again. That being said I decided to help tackle one of the larger issues in the game that just about everyone has experienced and would like the entire community to assist in that endeavor, if at all possible.
Here's where we start.
As you can see, I've categorized everything into color code with yellow and green being the general topics for each individual aspect that could be related to PC lag. Red color coding is a detrimental effect while blue is a beneficial one. The majority of these need even more extensive testing as we've only just begin to hard-core test this stuff out but I'm confident in what we have currently being at least somewhat accurate.
I'll get on with it and present the first evidence toward our tests.
Testing nanohive/drop-uplink spam. Recorded with potato.
Unfortunately, this guy (myself) doesn't own a PVR or any method of recording PS3 gameplay - so I'm restricted to using external measures. This works out to some degree, however, as it helps reduce any interference in the recording and only shows what I was seeing on my television screen.
0:00 - 0:20 assistant ran along crosswalk, which we used as our control; facing the cluster of equipment. 0:20 - 0:33 same test but this time in the center of the cluster. Noticed a framerate decrease, though slight. 0:33 - 0:50 there was significantly better performance 0:50 - 1:30 testing looking toward the cluster and away from the cluster. Notable differences. 1:30 - 1:48 testing distance from cluster; nanohives disappear at this point 1:48 - 1:54 testing minimap disappearance; cluster disappears at this point 1:54 - 2:15 nothing of relevance 2:15 - 2:28 framerate decreases again as visual effects begin on screen 2:28 - 2:56 testing framerate using weapon fire-rate and magazine ammo readout (lower right) to gauge HUD differences when looking toward and away from cluster.
So, that being said, this is just the beginning of the testing and I do intend to test more extensively when I have more resources. This test was somewhat skewed as we only had four people participating in the equipment spam and it was on a domination match (pub-match, obviously).
Right now I'm trying to convince my corporation and our alliance to participate in makeshift "mass tests" in which I'm likely to pay people in ISK for participating in order to truly stress test all of this in a better situation; I.E a legitimate PC match, preferably inside an outpost (aka: 'city').
How can you help?
- Post suggestions on testing criteria; things you think may be causing it or potential aid in reducing lag events. - Post suggestions or even videos of your own testing methods if you feel it's more practical. - Spread the word, let people know of what we (the community) are doing and invite them to assist. - Post your comments and feedback, we could always use the encouragement
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SponkSponkSponk
The Southern Legion The Umbra Combine
558
|
Posted - 2013.12.06 10:16:00 -
[2] - Quote
We could help, except, you know.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4028
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Posted - 2013.12.06 10:18:00 -
[3] - Quote
SponkSponkSponk wrote:We could help, except, you know.
Haha, yeah - I considered that (hence the network category) but there'd be a loooooot of sweet talking to make that happen considering recent events >_>;;;
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IAmDuncanIdaho II
R 0 N 1 N
186
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Posted - 2013.12.06 10:21:00 -
[4] - Quote
Good stuff. Does this mean CCP don't know what the issues are? And are there two issues? Framerate and lag? Are they different? Is the centre of your diagram "Lag" just a generic name for adverse gameplay events that slows something down?
Not sure if you've got team / squad chat covered as a source of lag (in the form of network latency). And does the number of mercs with mics actually switched on affect this...and if so, does using push to talk reduce any lag?
Also, I would assume the teams from around the world problem manifests itself only when you're not on your "home" server. The guys who are wouldn't perceive much change?
PS. Congrats on passing your exams / coursework!
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4028
|
Posted - 2013.12.06 11:03:00 -
[5] - Quote
IAmDuncanIdaho II wrote:Good stuff. Does this mean CCP don't know what the issues are? And are there two issues? Framerate and lag? Are they different? Is the centre of your diagram "Lag" just a generic name for adverse gameplay events that slows something down?
Not sure if you've got team / squad chat covered as a source of lag (in the form of network latency). And does the number of mercs with mics actually switched on affect this...and if so, does using push to talk reduce any lag?
Also, I would assume the teams from around the world problem manifests itself only when you're not on your "home" server. The guys who are wouldn't perceive much change?
PS. Congrats on passing your exams / coursework!
I'm sure that CCP is getting closer to finding out what it is but it's been an on-going investigation ever since Uprising was released six-seven months ago. I am considering framerate and lag to be one in the same as it's any real detriment toward the smooth performance of a match. There are a -lot- of variables to consider and anything we, the players, can do to narrow it down can do nothing but help find a solution.
I will definitely add team/squad chat concerns to the chart as it is something that needs to be tested - whether it's better or worse on team/squad chat compared to a user-made channel. Voice comms is definitely going to need several runs of testing to actually work out, I feel.
As far as world location - we just recently got out of a war with The Southern Legion who is based mostly in the Australia/New Zealand area (if I'm not mistaken) and while it did generally suck not getting the home server, we'd often hear reports of the other side experiencing lag as well. There is a difference in network and framerate lag, of course but again we're looking to have both of them ironed out.
PS. Thanks! I worked really hard on it ^_^
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Acturus Galaxy
Lo-Tech Solutions Ltd
264
|
Posted - 2013.12.06 11:05:00 -
[6] - Quote
Allot of equipment placed around the supply depot seems to create lag in the new Gallente city map. I just finished a match that got laggy, sneaked into the compound and found 15-20 droplinks plus some nano hives dropped around the supply depot. Lag went away as I destroyed all the quipment and game was again playable. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4028
|
Posted - 2013.12.06 11:15:00 -
[7] - Quote
Acturus Galaxy wrote:Allot of equipment placed around the supply depot seems to create lag in the new Gallente city map. I just finished a match that got laggy, sneaked into the compound and found 15-20 droplinks plus some nano hives dropped around the supply depot. Lag went away as I destroyed all the quipment and game was again playable.
Yeah, definitely seems to have to do with the socket infrastructure - probably due to the mass of textures and static meshes involved. I'm arranging for a legitimate testing environment in the form of a fake PC match on a surface research lab to try and narrow all of it down but it won't be for a few days.
Updated with new testing categories.
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IAmDuncanIdaho II
R 0 N 1 N
186
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Posted - 2013.12.06 12:13:00 -
[8] - Quote
Aeon Amadi wrote:IAmDuncanIdaho II wrote:Good stuff. Does this mean CCP don't know what the issues are? And are there two issues? Framerate and lag? Are they different? Is the centre of your diagram "Lag" just a generic name for adverse gameplay events that slows something down?
Not sure if you've got team / squad chat covered as a source of lag (in the form of network latency). And does the number of mercs with mics actually switched on affect this...and if so, does using push to talk reduce any lag?
Also, I would assume the teams from around the world problem manifests itself only when you're not on your "home" server. The guys who are wouldn't perceive much change?
PS. Congrats on passing your exams / coursework!
I'm sure that CCP is getting closer to finding out what it is but it's been an on-going investigation ever since Uprising was released six-seven months ago. I am considering framerate and lag to be one in the same as it's any real detriment toward the smooth performance of a match. There are a -lot- of variables to consider and anything we, the players, can do to narrow it down can do nothing but help find a solution. I will definitely add team/squad chat concerns to the chart as it is something that needs to be tested - whether it's better or worse on team/squad chat compared to a user-made channel. Voice comms is definitely going to need several runs of testing to actually work out, I feel. As far as world location - we just recently got out of a war with The Southern Legion who is based mostly in the Australia/New Zealand area (if I'm not mistaken) and while it did generally suck not getting the home server, we'd often hear reports of the other side experiencing lag as well. There is a difference in network and framerate lag, of course but again we're looking to have both of them ironed out. PS. Thanks! I worked really hard on it ^_^
The Southern Legion is my old corp (great bunch), and they withdrew from PC (ages ago) due to lag issues. I'd say they've generally seen far more lag than others appear to have done. It would be great if you guys could get on board with testing stuff out, coz they are great guinea pigs for your tests and there's plenty of them ;-)
[edit]
Wow I wouldn't have thought of all the things you did in that apparently simple addition of the voice chat node to your diagram. Do you think that belongs under the network node though? |
ReGnYuM
Vindictive State
1433
|
Posted - 2013.12.06 12:15:00 -
[9] - Quote
Here to help o7 the cause
Also have working PVR if needed
Skype: C_For_corruption
PSN: C_for_corruption
Edit: I also have a PS3 with a SSD and HDD hooked up to dust
If you never heard of ReGnYuM, you're neither Good or Relevant in Dust 514.
KDR>ALL
Sig Move: Minmatar Crub Stomp
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SponkSponkSponk
The Southern Legion The Umbra Combine
558
|
Posted - 2013.12.06 12:16:00 -
[10] - Quote
Yeah sometimes I get <1 FPS in PC matches. One time the frame rate was so bad I couldn't find my way out of the room I spawned in and finished the battle 0/1.
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Your Absolut End
SVER True Blood Public Disorder.
294
|
Posted - 2013.12.06 12:28:00 -
[11] - Quote
Cant really say changing ingame graphics help with it, tried low and high on both and for some reason i even have the feeling high works better than low
another one bites the Dust...
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4029
|
Posted - 2013.12.06 12:28:00 -
[12] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:IAmDuncanIdaho II wrote:Good stuff. Does this mean CCP don't know what the issues are? And are there two issues? Framerate and lag? Are they different? Is the centre of your diagram "Lag" just a generic name for adverse gameplay events that slows something down?
Not sure if you've got team / squad chat covered as a source of lag (in the form of network latency). And does the number of mercs with mics actually switched on affect this...and if so, does using push to talk reduce any lag?
Also, I would assume the teams from around the world problem manifests itself only when you're not on your "home" server. The guys who are wouldn't perceive much change?
PS. Congrats on passing your exams / coursework!
I'm sure that CCP is getting closer to finding out what it is but it's been an on-going investigation ever since Uprising was released six-seven months ago. I am considering framerate and lag to be one in the same as it's any real detriment toward the smooth performance of a match. There are a -lot- of variables to consider and anything we, the players, can do to narrow it down can do nothing but help find a solution. I will definitely add team/squad chat concerns to the chart as it is something that needs to be tested - whether it's better or worse on team/squad chat compared to a user-made channel. Voice comms is definitely going to need several runs of testing to actually work out, I feel. As far as world location - we just recently got out of a war with The Southern Legion who is based mostly in the Australia/New Zealand area (if I'm not mistaken) and while it did generally suck not getting the home server, we'd often hear reports of the other side experiencing lag as well. There is a difference in network and framerate lag, of course but again we're looking to have both of them ironed out. PS. Thanks! I worked really hard on it ^_^ The Southern Legion is my old corp (great bunch), and they withdrew from PC (ages ago) due to lag issues. I'd say they've generally seen far more lag than others appear to have done. It would be great if you guys could get on board with testing stuff out, coz they are great guinea pigs for your tests and there's plenty of them ;-) [edit] Wow I wouldn't have thought of all the things you did in that apparently simple addition of the voice chat node to your diagram. Do you think that belongs under the network node though?
Not necessarily. Voice comms are through Vivox and logic dictates that Vivox, being a voice provider, probably wouldn't have anything to do with the Battleservers that the matches take place on. They're separate issues that symptomatic of a larger disease. While the same could be said for being listed in the sound channels category (in-game sounds and voice being separate issues as well) it's easier to categorize it that way.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4029
|
Posted - 2013.12.06 12:29:00 -
[13] - Quote
Your Absolut End wrote:Cant really say changing ingame graphics help with it, tried low and high on both and for some reason i even have the feeling high works better than low
Right, I've fiddled with the settings a bit and saw literally no change in graphical quality what-so-ever; thing it might just be a feature that hasn't been implemented.
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I-Shayz-I
I-----I
1537
|
Posted - 2013.12.06 12:35:00 -
[14] - Quote
Someone mentioned something about sound being the issue. For instance, the second you get far enough away to not hear the sound, the lag goes away.
Also, try testing in a building vs out in the open.
Links:
List of Most Important Threads
I make logistics videos!
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CHANCEtheChAn
0uter.Heaven Proficiency V.
7
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Posted - 2013.12.06 12:37:00 -
[15] - Quote
Hi, I just recently returned from a 3 month vacation from Dust, after leaving in dismay at what the previous Imperfects did to my former home of D3lta forc3. Back when PC first started I was ringing minimum 8 PCs a day for nearly two weeks as I was one of DF previous FC's and it seems to me that even as I play the game now (about 2-6 PC's a day) not much has changed in PC game performance. It seems to run a slight bit smoother, of course that could just be because there is not 43 PC battles per hour anymore it seems. But rather the server these games are held on needs a boost. Again I'm rarely new here again so don't try to bust my ass for it, but before I left I was told these PCs were held on the the same glitchy, bug ridden, latency like a blocked corroted artery, corp battle servers. It shouldn't be as much CCP needs to fix the lag and things, its they need to fix the servers.
Realisticly when is the last time you ever jumped into a public match, and the textures in front of you didn't render, or your frame rate dropped to below 10 fps, or you black screened just by spawning in. And yet on the PC field, this is every single game.
Also, it seems when we play a small corp that isn't stacked with talent aka not 16 full proto the game runs all too smooth. Yet go against any all proto team and you might as well have your finger on the power button for a restart. This is a MAJOR PROBLEM and has been for months even before PC because corp battles did the SAME EXACT THING, and has caused much of the people to leave the game of dust and caused CCP to lose potentially millions in future revenue, as I'm hard pressed to find ANYONE that has spent aurum within the last month or so, as many don't deem it necessas with how crap the PC gameplay is.
But frankly I see lag in PCs anywhere I go. Simply going from an outside objective to an inside one halfway through the battle even with no equipment in the 'city' will throw my PlayStation into total and utter disarray of barely 1 fps. Simple things like jumping off s building will sometimes do this, or just moving too much back and forth across the map in general.
If I'm wrong please correct me But this is corporation lives that CCP is just leaving up in the air to who can survive against the lag the longest. That is why no one wants to wage all out war at the moment, because it won't be who is better that wins, it will be who's better and controls the lag and frankly, I could give two ***** about fw 2.0 ATM, when all anyone is gonna be doing is fighting for weapons to use in PC battles just so they can lose them to the lag.
Frankly, people should want to look up to PC matches as something as an accomplishment. Finally getting all those months worth of skill points grinding it out to get your proto suit up to snuff, to be handpicked out of your corp to fight and represent themin battle. To step into that warbarge with 7:50 left on the clock to joke and strategize. Counting the seconds till that clock hits 0. Just so you can fly into a city with 4 fps, your FC disconnect from the game along with your main forge gunner, then enemy take the top of the towers, you lag so much you ccan't move, and your entire team is plungedbinto disarray. I'm tired of this. If I ever made a game with a mode as important as PC that ***** would be 1080p 60fps with custom maps, not this garbage of an attempt at world conquering.
Frankly, I've gone into pub matches with squads in which we spammed hives to get ammo to everyone, and once such occasion my friend dropped over 145 hives spread across the map from a supply depot, and not once did my frame rate drop low enough I was hindered while killing. Looking at or away. Yet throw down a few hives in PC and you might as well have your hand on your power cable to unplug it from the wall. And the lag seems to gradually increase as a PC progresses.
So overall CCP needs to get on the ball. This isn't a 'new' problem, its been around for longer than half a year now and still no fixes. Tons of people have left the game because of this, this is why PC is governed by 50-100 person corps instead of what used to be 750-1500 person corps. The only reasons I even play PCs anymore is A. I like playing against the best and killing them. B. I like to hang out with other corps when I ring for them. C. I like getting payed. In fact I've been paid over 150 mil in the past 3 weeks I've been with 0.H. which is pretty nice.
But I digress, I wish you all well with your pursuits at finding a potential fix with these issues, but overall I think its ccps fault to manage this crisis. I mean I love dust, but let's be reasonable, have you really ever had to restart your system just to play a game before?
Blame it on the outdated as all hell Unreal Engine yo. |
Robert JD Niewiadomski
NULLIMPEX INC
723
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Posted - 2013.12.06 12:43:00 -
[16] - Quote
I-Shayz-I wrote:Someone mentioned something about sound being the issue. For instance, the second you get far enough away to not hear the sound, the lag goes away.
Also, try testing in a building vs out in the open. And would you mind to test if setting music/SFX levels in DUST client to 0 prevents the lag? The settings can be accessed from NeoComm menu while in-battle.
Here is that "lag & sound" association thread by Jadd Hatchen: https://forums.dust514.com/default.aspx?g=posts&m=1560294#post1560294
F.E.A.R. stands for False Expectations Assumed Real
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4035
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Posted - 2013.12.06 12:54:00 -
[17] - Quote
Robert JD Niewiadomski wrote:I-Shayz-I wrote:Someone mentioned something about sound being the issue. For instance, the second you get far enough away to not hear the sound, the lag goes away.
Also, try testing in a building vs out in the open. And would you mind to test if setting music/SFX levels in DUST client to 0 prevents the lag? The settings can be accessed from NeoComm menu while in-battle. Here is that "lag & sound" association thread by Jadd Hatchen: https://forums.dust514.com/default.aspx?g=posts&m=1560294#post1560294
It's all on the list - I just haven't updated the chart yet.
I personally play with music set to zero but even before I made that change I rarely experienced anything hardcore in the lag department unless I'm coming up on an objective that is littered to hell and back with equipment; which usually gets cleared up after a few flux grenades or an EMP strike.
Another thing we're going to be looking at is PS3 Model as that could also be a factor, as well as SSD and HDD implementation. There's a lot of stuff we're going to be covering and I've maybe a day to organize every little, minor thing before we move on to the actual testing phase.
As I said in the IRC, thank god we're not having to look at the Xbox 360 as a factor as well xD
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Darken-Sol
BIG BAD W0LVES
742
|
Posted - 2013.12.06 13:10:00 -
[18] - Quote
There are people wh already know how to manufacture the frame rate drop. The key is to find these people and make them talk. |
Robert JD Niewiadomski
NULLIMPEX INC
723
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Posted - 2013.12.06 13:10:00 -
[19] - Quote
Just one thing to make myself clear on settings: music and SFX have separate settings. Setting music to 0 does not set SFX to 0. You should still hear equipement sounds, gunshots, vehicles etc if music is set to 0. To mute ALL sounds in DUST client both setings must be set to 0.
I wonder why there is no limitation for active equipement in DUST? Wouldn't it be nice if TacNet gave warnings when somebody wants to activate another hive/uplink on top of 5-10 active or so? If warning is ignored all present and newly deployed hives/uplinks go away with a brief flash and puff of smoke
F.E.A.R. stands for False Expectations Assumed Real
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Spectral Clone
Dust2Dust. Top Men.
810
|
Posted - 2013.12.06 13:20:00 -
[20] - Quote
I-Shayz-I wrote:Someone mentioned something about sound being the issue. For instance, the second you get far enough away to not hear the sound, the lag goes away.
^ This has to be tested.
KDR > ALL
ME > KDR
ME > ALL
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Spectral Clone
Dust2Dust. Top Men.
811
|
Posted - 2013.12.06 13:23:00 -
[21] - Quote
Robert JD Niewiadomski wrote:Just one thing to make myself clear on settings: music and SFX have separate settings. Setting music to 0 does not set SFX to 0. You should still hear equipement sounds, gunshots, vehicles etc if music is set to 0. To mute ALL sounds in DUST client both setings must be set to 0.
Im assuming setting SFX to volume "0" does not actually turn sounds off, it just scales sound with a factor 0 (hence no output signal). In this case, the sound effects are still "rendered" by the PS3 CPU, and if this is the cause of lag, it might not work to set the volume to 0 to fix it.
But hey, always worth a try.
KDR > ALL
ME > KDR
ME > ALL
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4036
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Posted - 2013.12.06 13:30:00 -
[22] - Quote
Spectral Clone wrote:I-Shayz-I wrote:Someone mentioned something about sound being the issue. For instance, the second you get far enough away to not hear the sound, the lag goes away. ^ This has to be tested.
If this were the case than we would have experienced a continuous framerate dip in the video I presented during the third run along the crosswalk. The frame-rate improved when I looked away from the NH/DU cluster with the sound still playing through my headset.
If you're far enough away for the sound to dissipate, it's likely you're far enough away that the visual effects have ceased to render.
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Vrain Matari
ZionTCD Public Disorder.
1315
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Posted - 2013.12.06 13:47:00 -
[23] - Quote
+1 Aeon. I'm at the 'use it or lose it point' with three weeks of holidays due to me at work so will have time to devote to being a PC-lag testing lab rat. Dustmail me with a little warning and i can be availiable for sessions.
I support SP rollover.
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3981
|
Posted - 2013.12.06 13:49:00 -
[24] - Quote
On this topic, along with the automatic crash report system, could we get a manual means of sending game data back to CCP?
Imagine how much easier testing like this would be if Aeon and his assistants could do all of this and then pack it all into a bug report via a button in the client.
I realize the client can't log everything constantly due to hardware constraints and that just being a lot of wasted files, but what if you could turn on and then off again a log function inside the client for certain time periods?
That way people having issues during a PC match could turn that on to log what's going wrong, and then send that back to you rather than having to do the trial-and-error approach we're forced to use right now.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Moorian Flav
Ectype Inc.
104
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Posted - 2013.12.06 13:56:00 -
[25] - Quote
Glad to see proof that equipment spam causes lag (as I've been saying for weeks now). Furthermore, you proven this is an exploit that help defenders defend as those defending look away from the spam (less lag) while those attacking have to face the spam to attack (more lag). Therefore, two good points proven off of one test. I hope this will urge CCP to get off their... hands and code something to limit number of active equipment per player/team. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4038
|
Posted - 2013.12.06 13:59:00 -
[26] - Quote
Mobius Wyvern wrote:On this topic, along with the automatic crash report system, could we get a manual means of sending game data back to CCP?
Imagine how much easier testing like this would be if Aeon and his assistants could do all of this and then pack it all into a bug report via a button in the client.
I realize the client can't log everything constantly due to hardware constraints and that just being a lot of wasted files, but what if you could turn on and then off again a log function inside the client for certain time periods?
That way people having issues during a PC match could turn that on to log what's going wrong, and then send that back to you rather than having to do the trial-and-error approach we're forced to use right now.
As said in Skype, CCP automatically collects this kind of data - they have to in order to backtrack on bugs that occur in pub-matches and the like. All they really need is information to help pinpoint which match it is, like what game-mode you were playing, the time it occurred and pictures/video.
Once the battle is scheduled we'll be getting a hold of CCP and informing them when the match will take place so they know exactly what to look for ahead of time. I'd like CCP to be present for the test so they can see first-hand and maybe help us out with various factors but I understand that they're time is important in other areas and this isn't feasible or practical when they can simply look over the data log and go from there.
Thank you for reminding me though, I need to write all of that down so I don't forget.
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Robert JD Niewiadomski
NULLIMPEX INC
723
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Posted - 2013.12.06 13:59:00 -
[27] - Quote
Some games has "Report" option (Like in LBP upon pressing SELECT button). I bet CCP logs lot's of things happening in matches (player movements vectors, buttons pressed, etc). I wonder if that data allows them to actually "re-create" that match from logged data.
All that report option would need to deliver is a "time-space" coordinates in battles logs database for devs to pinpoint the exact match and moment plus player comment field to point an issue.
F.E.A.R. stands for False Expectations Assumed Real
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4038
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Posted - 2013.12.06 14:05:00 -
[28] - Quote
Robert JD Niewiadomski wrote:Some games has "Report" option (Like in LBP upon pressing SELECT button). I bet CCP logs lot's of things happening in matches (player movements vectors, buttons pressed, etc). I wonder if that data allows them to actually "re-create" that match from logged data.
All that report option would need to deliver is a "time-space" coordinates in battles logs database for devs to pinpoint the exact match and moment plus player comment field to point an issue.
I think a report function would be somewhat needless and unnecessary as it would detract dev hours from other things for something that we can already do. It's rudimentary, yes, but it's no less effective.
Maybe after we get PC Lag fixed xD
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Robert JD Niewiadomski
NULLIMPEX INC
723
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Posted - 2013.12.06 14:20:00 -
[29] - Quote
If your effort will help CCP to axe that lag bug, I wouldn't mind if you were rewarded with some in-game gear I hope CCP will appreciate your commitment Good luck
F.E.A.R. stands for False Expectations Assumed Real
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4040
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Posted - 2013.12.06 14:26:00 -
[30] - Quote
Robert JD Niewiadomski wrote:If your effort will help CCP to axe that lag bug, I wouldn't mind if you were rewarded with some in-game gear I hope CCP will appreciate your commitment Good luck
Quite the contrary I'd rather an internship xD
I'd rather they give me nothing, honestly. The best reward would be fair, competitive matches in PC and in general.
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