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shaman oga
Dead Man's Game
3666
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Posted - 2015.01.12 10:55:00 -
[1] - Quote
Can it be a possible cause? Recently i've played some PC, apart from latency which is ""normal"", i've found some matches with framerate drop in PC and in FW and the only thing in common between the 2 game modes is friendly fire.
I don't know how the game handle the skill bonus set of everyone, what i think is that in pub match, the game just have to load the profiles of your enemies (bonus set/ resistance) and yours. With FF enabled you can possibly damage your allies too, so the game have to load their too, causing massive calculation and framerate drop.
Another thing that made think to this is Fallout 3, when you are at low level and have few thing, the game run smooth, when you start gain XP, more things are added to the game and calculation can be problematic for the system, i remember framerate drop under acceptable levels till freeze.
Situational awareness also known as passive scan.
Minmatar omni-merc
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TheD1CK
Dead Man's Game RUST415
1606
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Posted - 2015.01.12 13:10:00 -
[2] - Quote
It could be one more thing that adds to the servers melting down at times There are a few other things in game that may be causing bad connections
- Area's in map (glitchy terrain/structures) leaving 'gaps' in areas
- Equipment. glitched in ^^ and something really odd I've being seeing in matches Mercs with Uplinks attached to them, and they act as moving spawn points???
- Rep Tool glitch with where chat is opened during rep so you can release R1 and rep
- Grenades falling inside terrain
- Vehicles combusting
- Varied connections, mods, setups throughout the playerbase
All of this is 'Not working as intended' and may cause added lags/bugs/freezes And I'm sure there is many more issues that may mess up the servers in-game. |
Breakin Stuff
Internal Error. Negative-Feedback
6319
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Posted - 2015.01.12 15:26:00 -
[3] - Quote
believe it or not it actually requires more server resources to mark out and exclude individual targets (to prevent teamkilling) than it does to simply have the firing mechanics apply to anyone and everyone, because all of the targets are treated as valid and equal rather than having to apply filters.
a more likely explanation is location of server vs. location of players. if you're playing FW in Brazil and the FW server for that system in in atlanta or Iceland, the lag's going to get obnoxious, quick.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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