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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Asirius Medaius
Planetary Response Organization
38
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Posted - 2013.07.16 03:23:00 -
[151] - Quote
Of what?
I hope you aren't talking about the status of fixing all the sights of everyone in Dust 514, cause that was gone when Chromosome left us.
I don't foresee this happening within this year. Trust me, as a sniper, I know all about this stuff. |
Rogue Saint
Science For Death The Shadow Eclipse
70
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Posted - 2013.07.22 13:26:00 -
[152] - Quote
BUMP...
Will be happy to see this fixed, sniping is awful :( |
Cass Caul
Namtar Elite Gallente Federation
9
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Posted - 2013.07.22 13:31:00 -
[153] - Quote
Appia Vibbia wrote:Nice! because of some change, the ground swallows up people on all surfaces past 200m. 100% cover while being on flat-ground.
I've noticed this. Also I noticed if you're in one of those places where "the ground swallows you up" and come in on an up-link, then it looks like you've spawned inside a wall for a second. |
The-Errorist
BetaMax Beta CRONOS.
77
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Posted - 2013.07.29 10:25:00 -
[154] - Quote
CCP LaFerrari wrote:Appia Vibbia wrote:seriously, please tell me this was a huge mistake. there is a maximum distance I can see character models away from. It changes depending on what type of weapon I have equipped. Different sniper zooms let you see further, but even the Thale's has a limit. Hi, Thank you for the feedback. I believe what you're experiencing is the side effect of an optimization we did in Uprising. The optimization is about only simulating the characters within certain distance around your local player, which is a very common technique for games that have large maps. The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers. I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying? Invisible swarms are the most annoying and still a problem. Please fix it. |
Cass Caul
Namtar Elite Gallente Federation
16
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Posted - 2013.07.29 14:34:00 -
[155] - Quote
Cass Caul wrote:Appia Vibbia wrote:Nice! because of some change, the ground swallows up people on all surfaces past 200m. 100% cover while being on flat-ground. I've noticed this. Also I noticed if you're in one of those places where "the ground swallows you up" and come in on an up-link, then it looks like you've spawned inside a wall for a second.
Oh, it is called z-fighting. it is also the reason zooming in makes the map hazy now. |
Exequien
Storm.Fighters
1
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Posted - 2013.07.31 17:36:00 -
[156] - Quote
Needs to be fixed, big problem for snipers |
Cass Caul
Namtar Elite Gallente Federation
20
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Posted - 2013.07.31 17:38:00 -
[157] - Quote
Head Glitching is back. |
noob 45
Syndicate of Gods
61
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Posted - 2013.07.31 18:09:00 -
[158] - Quote
CCP LaFerrari wrote:[quote=Appia Vibbia] The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers.
I beg to differ on this line here. Every class should be able to see as far as the next class. Just because someone is out of my shooting range doesn't mean I don't need to be able to see them. Just because he is out of my range doesn't mean I am out of his range.
The different view ranges also affects our tactical planning on how and if we are going to try and move to certain places.
Unless there are some kind of specific racial class differences that are clearly stated, there should not be a difference between who can see what. This includes objects as well as players. Everything makes a difference.
|
Symbioticforks
Hellstorm Inc League of Infamy
8
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Posted - 2013.08.01 00:13:00 -
[159] - Quote
Appia Vibbia wrote:Nice! because of some change, the ground swallows up people on all surfaces past 200m. 100% cover while being on flat-ground.
CCP please fix. Sniping is less than relevant because of this. What I wouldn't give so I could just turn your damned optimization off. |
Symbioticforks
Hellstorm Inc League of Infamy
9
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Posted - 2013.08.01 11:52:00 -
[160] - Quote
Hey! Listen! |
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Captain Wontubulous
Nova Corps Marines Ishuk-Raata Enforcement Directive
55
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Posted - 2013.08.01 13:01:00 -
[161] - Quote
CCP LaFerrari wrote:Hi,
We've read all your posts and the video posted by Enderr Wigginn is especially helpful (thanks for doing that). We're currently evaluating a few options to mitigate this issue, will reply to the thread once any action is taken about this.
Again, thanks for the feedback. We couldn't possibly realize how serious the problem is without hearing from you guys directly.
I mean this without any sarcasm at all, I'm just curious. Are you guys actively playing the game in multiple roles? I would be interested to see perhaps your guys' own video footage with maybe some form of review on what you guys think of the gameplay. I think this may help even boost the morale of many players knowing that you guys suffer the same problems we do. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
206
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Posted - 2013.08.02 17:55:00 -
[162] - Quote
If I could suggest a Dev. takes an Ishukone Sniper Rifle to Spine Crescent around E:10 and aim down the Scope to someone running up the ramp or the stairs in G:9.
or
Spine Crescent. climb up the building at G:9 and aim down the Ishukone Scope to someone running up the ramp at E:9
This will explain the problem quite nicely.
These are the two easiest examples I can think of. There are many, many more. |
Tosh Tearg
BetaMax.
67
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Posted - 2013.08.04 14:40:00 -
[163] - Quote
CCP LaFerrari wrote:The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers.
No offense but shouldn't all players be able to see the same distance.. How are you supposed to see where you're being sniped from if you can't see the guy shooting at you because he doesn't render.
|
ladwar
Dead Six Initiative Lokun Listamenn
1057
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Posted - 2013.08.04 15:03:00 -
[164] - Quote
Tosh Tearg wrote:CCP LaFerrari wrote:The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers.
No offense but shouldn't all players be able to see the same distance.. How are you supposed to see where you're being sniped from if you can't see the guy shooting at you because he doesn't render. i love how they say that but large rails have pretty hard rendering cap on infantry at 300m but they can fire 599m just like sniper rifles but snipers can see all the 599m. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
210
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Posted - 2013.08.04 16:39:00 -
[165] - Quote
ladwar wrote:Tosh Tearg wrote:CCP LaFerrari wrote:The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers.
No offense but shouldn't all players be able to see the same distance.. How are you supposed to see where you're being sniped from if you can't see the guy shooting at you because he doesn't render. i love how they say that but large rails have pretty hard rendering cap on infantry at 300m but they can fire 599m just like sniper rifles but snipers can see all the 599m.
Have you even looked through a sniper rifle scope?
|
Lt Royal
Subdreddit Test Alliance Please Ignore
437
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Posted - 2013.08.04 18:10:00 -
[166] - Quote
Yeh we had this problem re-occur the other night quite a few times, but only seems to be heavies that are able to spawn cloaked. Lucky Lowratehitman managed to capture one when recording and did a slow motion analysis on where and what was happening. You can view his invisible Heavy here. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
211
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Posted - 2013.08.04 18:41:00 -
[167] - Quote
Lt Royal wrote:Yeh we had this problem re-occur the other night quite a few times, but only seems to be heavies that are able to spawn cloaked. Lucky Lowratehitman managed to capture one when recording and did a slow motion analysis on where and what was happening. You can view his invisible Heavy here.
This is not about the Spawning Invisible Merc. glitch.
It's about Mercs not rendering over about 200M most of the time. It's about Mercs disappearing into structures, clipping through walls, into buildings and other nonsense.
It's primarily about Long-Range weapons so noone seems to give a ****. |
S Park Finner
Guardian Solutions DARKSTAR ARMY
210
|
Posted - 2013.08.14 11:31:00 -
[168] - Quote
Vavilia Lysenko wrote:...This thread is about ... It's about Mercs not rendering over about 200M most of the time. It's about Mercs disappearing into structures, clipping through walls, into buildings and other nonsense.... Almost three months since a dev post about this topic. Worth keeping it on the radar and an update from CCP would be appreciated even if it's only "We're stretched thin and won't be able to do anything any time soon." or "We're at the limits of what we can do and there won't be any changes."
Still, with weapon reworks coming up, something as significant as seeing the target would seem an important consideration.
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Cass Caul
Namtar Elite Gallente Federation
48
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Posted - 2013.08.15 06:50:00 -
[169] - Quote
hi there |
2100 Angels
The Southern Legion
234
|
Posted - 2013.08.22 03:05:00 -
[170] - Quote
Is there any ETA on a fix for this? 1.4? 1.5? 1.6? I feel like I'm cut off at the legs presently |
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Chances Ghost
Inf4m0us
413
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Posted - 2013.08.22 05:22:00 -
[171] - Quote
last we heard from any blue on this is that its done on purpose in order to privide graphics improvments.
so wont be reverted back due to it requireing a reset back to the old graphics.
aka were stuck with crappy rendering untill ps4 |
2100 Angels
The Southern Legion
235
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Posted - 2013.08.22 10:34:00 -
[172] - Quote
Chances Ghost wrote:last we heard from any blue on this is that its done on purpose in order to privide graphics improvments.
so wont be reverted back due to it requireing a reset back to the old graphics.
aka were stuck with crappy rendering untill ps4
CCP LaFerrari wrote:Hi,
We've read all your posts and the video posted by Enderr Wigginn is especially helpful (thanks for doing that). We're currently evaluating a few options to mitigate this issue, will reply to the thread once any action is taken about this.
Again, thanks for the feedback. We couldn't possibly realize how serious the problem is without hearing from you guys directly.
This seems to indicate otherwise... |
Chances Ghost
Inf4m0us
418
|
Posted - 2013.08.22 11:58:00 -
[173] - Quote
@ angels
the timestamp of that quote is from #9 Posted: 2013.05.10 01:54
however the timestamp from
[BUG] Railguns stop rendering after about 300 meters https://forums.dust514.com/default.aspx?g=posts&t=92472&find=unread Status: According to our local tests turrets do render further than 300m. We were not able to reproduce this issue the way players specified. But we will continue investigating this issue.
44 Posted: 2013.07.19 03:25
this seems to indicate they have no idea wtf we are talking about and seeing as how that post you quoted was two months ago and not a single blue post worth mentioning has been posted since then except things that seem to indicate they are just pretending the issue doesnt exist?
really??? |
Cass Caul
Namtar Elite Gallente Federation
56
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Posted - 2013.08.22 15:23:00 -
[174] - Quote
Why would they need to fix the problem? This game doesn't even have 5000 players anymore. FFXIV is a few days away and is going to take a few hundred away. In mid September many will be drawn away by GTA V. The PS4 is not backwards compatible, so I know many players that are giving up their PS3s entirely. Their new player retention is horrible. There were some videos from E3 and some stuff about it at gamescon, but that is the only form of advertisement they have. And that ridiculously small ticker in the XMB had an announcement about it, but no one looks at that. The only way to get people to play is through word of mouth. If they just kept the "Beta" on their until PS4 switch it would have been fine. Instead they make what certain people would call "most important" mechanics alienated by making changes that were not needed or should have been lower priority . 4 months is what it has taken to get them to alter collision damage on LAV spam. The difference between the starter suits and the prototype suits is vastly increased from Chromosome to Uprising, and with the SP increases, new players would never catch up. This game is dying, and i'm going down with the ship, but that alone means the rendering issues will never be resolved |
2100 Angels
The Southern Legion
235
|
Posted - 2013.08.23 04:12:00 -
[175] - Quote
CCP Praetorian 1.4 DEV BLOG wrote:The rendering systems got their share of optimization and improvement love as well http://dust514.com/news/blog/2013/08/uprising-1.4-and-beyond
Lets hope this has fixed some of the issues! |
Funkmaster Whale
0uter.Heaven
268
|
Posted - 2013.08.23 14:11:00 -
[176] - Quote
The max rendering distance that I've personally experienced is about ~420m for a sniper rifle. Someone at CCP must be... |
Cass Caul
Namtar Elite Gallente Federation
57
|
Posted - 2013.08.23 15:36:00 -
[177] - Quote
"with a notable change to the rendering of special effects such as the dropship thrusters" that makes me doubt it significantly |
sQuatch78
Ametat Security Amarr Empire
6
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Posted - 2013.08.23 20:27:00 -
[178] - Quote
Noticed this as well, mainly using the Ish Sniper rifle.
Today I noticed that:
- healthbars are occasionally floating over invisible bodies
- body becomes visible after being hit once and stays visible till kill at long ranges |
2100 Angels
The Southern Legion The Umbra Combine
237
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Posted - 2013.08.26 03:55:00 -
[179] - Quote
sQuatch78 wrote:
- body becomes visible after being hit once and stays visible till kill at long ranges
I have never experienced that! Sounds like it might be the similar bug of players turning invisible or merging with the building renders at long distance... which is also a pain in the ass |
Cass Caul
Namtar Elite Gallente Federation
66
|
Posted - 2013.09.02 19:15:00 -
[180] - Quote
new patch is tomorrow. i'm putting down 10million ISK that view distance is not improved in it |
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