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Author |
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Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.11 07:38:00 -
[1] - Quote
Is this going to be a Thing in the near future, or are we destined to forever play guessing games every time we have a conflict with someone ducking behind a corner? I'm not really a fan of emptying rounds at phantoms and getting false feedback from the blue shield flashes. The brain does not learn from its mistakes when the game continues to lie to it.
But some FPS fans are actually crazy enough to prefer things how it is now where you have to lead every shot to a ridiculous degree and roll the dice instead of using anything resembling a physical reaction.
So just wondering what plans are for this. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
136
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Posted - 2013.02.11 07:40:00 -
[2] - Quote
TiDi...
or just compensate yourself by fire a lil bit earlier
/c |
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Y0UR NAME HERE
Imperfects Negative-Feedback
441
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Posted - 2013.02.11 07:41:00 -
[3] - Quote
Himiko Kuronaga wrote:Is this going to be a Thing in the near future, or are we destined to forever play guessing games every time we have a conflict with someone ducking behind a corner? I'm not really a fan of emptying rounds at phantoms and getting false feedback from the blue shield flashes. The brain does not learn from its mistakes when the game continues to lie to it.
But some FPS fans are actually crazy enough to prefer things how it is now where you have to lead every shot to a ridiculous degree and roll the dice instead of using anything resembling a physical reaction.
So just wondering what plans are for this.
Have you ever tried turning as fast as you can while shooting your gun? Check out where the bullets go, pretty legit.
Especially with AR, well only tried it with AR. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.11 07:44:00 -
[4] - Quote
Thats what im referring to when i say guessing games, though.
At range, in open space, it is reasonable to lead your shots and expect a semi-consistent outcome. At close range it is not, because every movement shift that much more extreme. From behind a corner, by the time someone has actually "popped out" they actually have the advantage if they simply came out blind firing. By the time they actually appear on your screen and you have "shot" them, you've actually just hit a phantom and they are still plugging into you.
So you have to determine when you think they will pop out before they have actually done any kind of movement at all, then fire, and continue to fire along an imaginary path. It is a horrendous waste of ammo on a silly mind game that shouldnt even exist. |
Victin Ashis
Universal Allies Inc.
6
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Posted - 2013.02.11 08:05:00 -
[5] - Quote
online games have latency, if you seem to get ghosting you may be playing on a server that's on the other side of the planet. your ping will suck in that case
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Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.12 01:09:00 -
[6] - Quote
Victin Ashis wrote:online games have latency, if you seem to get ghosting you may be playing on a server that's on the other side of the planet. your ping will suck in that case
That has absolutely nothing to do with lag compensation though.
Even a small amount of lag, neighboring the territory of 100 ping will result render the game nearly unplayable if the lag compensation code is poor. In good lag compensation you never, under any circumstances, get false feedback from hits. A good example of this is in Halo. When you hit your enemy, you don't get false feedback. They are hit, period.
In dust, if you hit the enemy... who knows. You have to wait half a second and find out, completely ignoring the visual feedback you got the from shot itself. |
Fish I Sara
Brutor Vanguard Minmatar Republic
0
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Posted - 2013.02.12 01:10:00 -
[7] - Quote
well..... get optic fibre oh w8 its too expensive |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.12 01:14:00 -
[8] - Quote
Fish I Sara wrote:well..... get optic fibre oh w8 its too expensive
The games code is the bottleneck on the experience. Not my connection. |
Elrick Mercer
Internal Error. Negative-Feedback
2
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Posted - 2013.02.12 01:15:00 -
[9] - Quote
Dust 514 has dedicated servers. Lag compensation is only used on games that have peer to peer connectivity. Lag compensation also works on the host of a peer to peer game if the Host has really fast internet lag comp slows the host down. |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.12 01:18:00 -
[10] - Quote
Elrick Mercer wrote:Dust 514 has dedicated servers. Lag compensation is only used on games that have peer to peer connectivity. Lag compensation also works on the host of a peer to peer game if the Host has really fast internet lag comp slows the host down.
If that is the case, why aren't these issues are prevalent in anything running on the source engine? Those games/mods pretty much all run on dedicated servers, right? |
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Icy Tiger
Universal Allies Inc.
1026
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Posted - 2013.02.12 01:23:00 -
[11] - Quote
The blue shields aren't from lag unless the guy is right in front of you, with no cover. I've noticed that the terrain is completely f***ed on some maps, there is see-through collision in some places which really messes things up. That's the reason sniping is such a major problem, it's hard to go face to face with a camping sniper when you can't hit him. Also known as "head glitching". |
Himiko Kuronaga
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.02.12 10:04:00 -
[12] - Quote
Happens frequently in open space at close range.
Try using a Burst Heavy Machine Gun on a strafing assault/scout. They either all cleanly hit and the target drops ridiculously fast, or you see a dozen flashes and no damage whatsoever. If there's gonna be a flash, then there should be some damage. This is often not the case. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
25
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Posted - 2013.02.12 17:55:00 -
[13] - Quote
Himiko Kuronaga wrote:If that is the case, why aren't these issues are prevalent in anything running on the source engine? Those games/mods pretty much all run on dedicated servers, right? There're even free online tutorials on how to implement the Half-Life lag compensation model, which btw totally rocks. I still can't comprehend how CCP is 15 years behind the rest of the industry.
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
279
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Posted - 2013.04.18 04:03:00 -
[14] - Quote
Himiko Kuronaga wrote:They either all cleanly hit and the target drops ridiculously fast, or you see a dozen flashes and no damage whatsoever.
Here's a free bump for you! I'd like to have an explanation/solution for this problem and if they managed to fix it in uprising. Edit: And yes, this happens many times |
Garrett Blacknova
Codex Troopers
2555
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Posted - 2013.04.18 09:07:00 -
[15] - Quote
DUST uses server-side hit detection, not client-side. Lag compensation won't work, and at best will only break the game slightly more than it is already.
Watch for the red damage indicators on the HUD, not the shield flash.
And keep asking for ping indicators. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
22
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Posted - 2013.04.18 09:21:00 -
[16] - Quote
It's kind of the drawback to having dedicated servers. Here's a visual representation to what happens: https://developer.valvesoftware.com/w/images/c/ca/Lag_compensation.jpg |
2-Ton Twenty-One
Imperfects Negative-Feedback
489
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Posted - 2013.04.18 09:35:00 -
[17] - Quote
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation
But I mean come on its Valve!
CCP cant compete with Valve on that stuff!
That would be like Taylor Swift trying to out sexy beyonce! |
IceStormers
Destruction Initiative Enterprise
1
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Posted - 2013.04.18 09:42:00 -
[18] - Quote
The issues im seeing are not due to client lag My connection is very good and i suffer massive lag at times
I would like to be able to see how the PS3 is performing to confirm if the issue if the PS3 However when im lagging everyone is lagging it feels more like a server side issue currently
this i'm sure will improve in the next build, shame we cant see player numbers would help to indicate if we have had a boom in numbers which has caused the issue
also worth pointing out that as we begin to spread out throughout the universe the load will become easier, i would not be surprised if thats why PC is taking place where it is currently planned |
CrotchGrab 360
Better Hide R Die
22
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Posted - 2013.04.18 11:29:00 -
[19] - Quote
IceStormers wrote:The issues im seeing are not due to client lag My connection is very good and i suffer massive lag at times
I would like to be able to see how the PS3 is performing to confirm if the issue if the PS3 However when im lagging everyone is lagging it feels more like a server side issue currently
this i'm sure will improve in the next build, shame we cant see player numbers would help to indicate if we have had a boom in numbers which has caused the issue
also worth pointing out that as we begin to spread out throughout the universe the load will become easier, i would not be surprised if thats why PC is taking place where it is currently planned
The lag is a server-side issue.
There is a speed test on the PS3 under options, network options. |
BASSMEANT
ZionTCD Legacy Rising
203
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Posted - 2013.04.18 12:21:00 -
[20] - Quote
not allowed to bring up lag because then ccp closes the thread.
this game has the worst hit detection. ever.
serious.
Peace B |
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