Shijima Kuraimaru wrote:Aighun wrote:Here is the thing that I find frustrating. The game reacts more slowly to what I input using the controller than I can react to all of the different sensory information I am taking in while playing. And I am pretty slow.
It's called latency. It's always there in continuously varying amounts in any internet game. It's inherent to the nature of the system. It takes time for the signal from your fire button to get to the PS3, then it takes time for the signal to travel to the server from the PS3, the server then takes time to process the shot, then it takes time for that result to come back to your PS3, then it takes time for the PS3 to process that information and show you the result. In all of these time issues, the biggest amount of time is in the to and from travel time between the servers and the PS3s. Many things can affect the latency such as line noise, how many people are putting load on the branch your line is connected to, etc. Things that are beyond your, and CCP's, control.
If you want nearly instant response, you'll need to stick to serial LAN connection (no internet) or single player PS3 native games.
Not what I am talking about at all. Didn't mention shooting, or firing in my examples. I am well versed in the vagaries of latency.
Yes, the latency is frustrating and is most apparent in this beta when I am running toward an enemy or group of enemies to get in range and when I transition to firing my weapon the game sort of freezes for a second before picking back up again.
But the time it takes to switch out weapons is very slow, no matter the latency. It is a constant. As are turn speed and lateral movement speed. All of these aspects of character movement have built in ceilings or take a set amount of time (no matter what) that interrupts game flow and makes it feel slow and clunky. By the time I see clear and present danger, realize I need to reload or switch out my weapon for a back up, hit R2, duck for cover, flank the enemy, line up a shot, get back behind cover, turn and face 2 more players moving in on my position, line up a shot, revive a fallen team mate, nope, still waiting for the switch out weapon animation to complete...
Take Dark Souls, for example. The time it takes your character to switch out weapons is not instantaneous, but also not agonizingly slow. It does not change even when the lag is terrible while fighting another player online. When I press a button to switch out my weapon to a back up weapon the system responds in a consistent and rapid manner. And latency doesn't affect how quickly this takes place after I press a button and then move an analog stick, say, if I need to dodge an attack, or escape stunlock. It does affect how my input and animation and hit box interact with the other player's attacks, animations and hit box, and yes, with latency that interaction can get funky. But that is only to be expected.
Oddly enough, in DUST 514 there are some areas of gameplay where there are near immediate responses between controller and action in game. Mainly jumping in and out of an LAV, switching positions in a vehicle, moving from the driver seat to the gunner's seat in a dropship, Solo flying and gunning from a dropship is one thing a player can do that utilizes the gaming skills I would like to see more room for in DUST 514, and there is not really any sort of limit that a player can't pass beyond, or bumper in the bowling lane, so to speak, if you want to solo fly and gun from a dropship. How well you do is purely based on how well you can do.
The PS 3 is a very supple and responsive system, compared to say, Xbox, and Dust just doesn't make use of that.