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Thread Statistics | Show CCP posts - 2 post(s) |
nightchild 777
Dead Six Initiative Lokun Listamenn
0
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Posted - 2013.05.26 07:40:00 -
[1] - Quote
while being shot at and taking damage (especially large amounts) the sheild and health bars dont keep up with the damage taken. many times ive seen it show 3/4 full armour (the point in which id start ducking back to cover) only to fall over dead with the health still falling untill it hits 0. im not sure if this is lag or if its a implemented design to look smoother bit id very very much like to see how much health i have in a gunfight so i can try to duck back into cover before i die rather then dying when the bar is full and then having it drop. (and i do alot of dying so this is a fairly big issue for me XD)
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ETEREX
THE SKELETON CREW
28
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Posted - 2013.05.26 08:39:00 -
[2] - Quote
I have noticed this happening as well on a fairly regular basis... Sometimes a grenade, turret, or sniper round will suck all my hit points, but I can still react until my health bars totally drain. I will start to get hit, jump behind cover, and then I see the bars go to zero AFTER I am behind cover. I guess it is delayed splash damage and/ or lag. Just keep an eye on your death spam to see if you can read what actually hit you. Also, grenades kill me often with no indicator or sound; I just seem to die. This also happens with my own grenades... I see them get tossed forward, but then I get a message that I commited suicide... I die a lot in Dust because of WTF!? |
Ticket To Nowhere
CAS 514
3
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Posted - 2013.05.26 13:34:00 -
[3] - Quote
I just had something similar take place in the match I was in right now.
The other player and I (and God, if I could remember who in the world it was) were at short-range, and I could swear he had me down to 0 armor and shields before he died. I didn't notice until after I'd already scored the kill, but I could definitely see how this could be exploited. If this is a lag-related issue, it's one that needs to be fixed badly. |
Ima Leet
Imperfects Negative-Feedback
325
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Posted - 2013.05.26 17:22:00 -
[4] - Quote
i too agree this needs to be fixed. i want to say its due to lag but really... who knows |
Deskalkulos Ildigan
CrimeWave Syndicate
130
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Posted - 2013.05.27 00:29:00 -
[5] - Quote
Wow this reads almost like a carbon copy of another thread builds ago . . .
If i remember correctly (and i might be making things up here) This "lag" is produced by the smooth motion of the bars dropping when hit. They don't get faster than a certain amount and if you get damage faster than the bar is showing, this discrepancy just keeps adding up to the point where you are already dead, but the bars still hasn't gone beyond half. But then again it might be something i made up, since i am trying to recall things that were discussed months ago. |
nightchild 777
Dead Six Initiative Lokun Listamenn
1
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Posted - 2013.05.27 04:13:00 -
[6] - Quote
ya that sounds exactly like it deskalkulos. this is a very annoying problem
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CCP LaFerrari
C C P C C P Alliance
34
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Posted - 2013.05.27 05:58:00 -
[7] - Quote
Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think? |
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Aqua-Regia
Ahrendee Mercenaries
115
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Posted - 2013.05.27 06:08:00 -
[8] - Quote
CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think?
So burst firing R1 is better then holding down R1 ? |
D legendary hero
One-Armed Bandits Unclaimed.
15
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Posted - 2013.05.27 06:38:00 -
[9] - Quote
CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think?
i say give it a go. but to be honest, if someone is shooting at me and i know im going to lose i start running and worry about the bar latter. i guess its a bigger problem for scouts and logis as they dnt alot of sheild armor so, they have to monitor it closely |
nightchild 777
Dead Six Initiative Lokun Listamenn
1
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Posted - 2013.05.27 07:19:00 -
[10] - Quote
well GM Laferrari my personal oppinion would be to make it alot faster at updating. it is nice and smooth which is visually appeling bit it is too slow. I THINK a boost to the speed in which it drops would be a happy medium between usability and astetic. just my opinion though |
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crazy space 1
Unkn0wn Killers
1258
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Posted - 2013.05.27 07:54:00 -
[11] - Quote
Yeah find a middle ground. Keep pushing the time it takes to update until it looks bad. then go back one, brilliant. |
Azri Sarum
843 Boot Camp
20
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Posted - 2013.05.27 08:06:00 -
[12] - Quote
CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think?
Perhaps it would be better to keep the current animation, but add an additional indicator that updates instantly. Either a line or just two bars stacked on top of each other with the opacity blending to give you a dark (current hit points) and a lighter moving bar. |
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CCP LaFerrari
C C P C C P Alliance
35
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Posted - 2013.05.27 10:28:00 -
[13] - Quote
Azri Sarum wrote:CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think? Perhaps it would be better to keep the current animation, but add an additional indicator that updates instantly. Either a line or just two bars stacked on top of each other with the opacity blending to give you a dark (current hit points) and a lighter moving bar.
There should be a little orange indicator leading the actual bar when it's updated. It moves faster than the bar but it's really hard to notice during a fight (personal opinion).
Looks like we can give it a shot on increasing the speed of the animation. |
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G Torq
ALTA B2O
146
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Posted - 2013.05.27 10:37:00 -
[14] - Quote
CCP LaFerrari wrote:Azri Sarum wrote:CCP LaFerrari wrote:Hi,
blablabla
Perhaps we can just increase the speed of the animation? What do you guys think? Perhaps it would be better to keep the current animation, but add an additional indicator that updates instantly. Either a line or just two bars stacked on top of each other with the opacity blending to give you a dark (current hit points) and a lighter moving bar. There should be a little orange indicator leading the actual bar when it's updated. It moves faster than the bar but it's really hard to notice during a fight (personal opinion). Looks like we can give it a shot on increasing the speed of the animation.
Perhaps make the animation-speed relative to the damage in %? If there is a lot of damage, move it faster, if a little, move it slower? Repeated hits queing up to be reported via the animation (i.e. being hit faster than the animation indicates) should then be added to the speed. |
Vrain Matari
ZionTCD Unclaimed.
543
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Posted - 2013.05.27 11:03:00 -
[15] - Quote
CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think? I think the priority should be on putting the raw data in players hands so that they can make decisions as quickly as possible. By hiding network ugliness behind smooth animations you are actually obscuring pertinent information from players.
The reason that is a priority is that the core of DUST is first and foremost a pvp fps.
If you want to compromise for aesthetics(always important), make the animation very fast.
Also, if peeps can see the raw network behavior they will quickly learn to self-diagnose high lag situations and adjust their playstyle accordingly. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
91
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Posted - 2013.05.27 13:28:00 -
[16] - Quote
CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think? What's wrong with doing it like every other game and showing the actual number as soon as possible? I've never seen this sliding scale approach and I can tell you why that is a good thing. This is not the first FPS in history. |
HowDidThatTaste
Imperfects Negative-Feedback
2577
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Posted - 2013.05.27 15:33:00 -
[17] - Quote
I guess that explains the ghost kills. Where you kill a guy he falls over but the orange dot still indicates he is there so you turn back thinking he's not dead and then his dot disappears. The double take death. |
ETEREX
THE SKELETON CREW
29
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Posted - 2013.05.27 16:38:00 -
[18] - Quote
CCP LaFerrari wrote:Azri Sarum wrote:CCP LaFerrari wrote:Hi,
Since the damage is done on the server, it takes some time for the client to get the replicated information. The delay for this part is the network lag and there is little we can do to reduce it.
Once the client gets the new shield/armor values, an UI animation is used to update the bars. Currently it uses a constant speed so the more hit you get, the longer it takes to update the bars completely. From what I understand, this is purely an UI design choice. We can make it update the bars instantly but that'll probably look very bad.
Perhaps we can just increase the speed of the animation? What do you guys think? Perhaps it would be better to keep the current animation, but add an additional indicator that updates instantly. Either a line or just two bars stacked on top of each other with the opacity blending to give you a dark (current hit points) and a lighter moving bar. There should be a little orange indicator leading the actual bar when it's updated. It moves faster than the bar but it's really hard to notice during a fight (personal opinion). Looks like we can give it a shot on increasing the speed of the animation.
Is there a color blind option so I can see the indicators better? In any case, I rather have the bars drain instantly in order to eliminate the confusion the delay causes. (No offense, but the frame rates and lag already look pretty bad on my end - so getting the information as quickly as possible would be a help). |
Iron Wolf Saber
Den of Swords
5015
|
Posted - 2013.06.09 21:13:00 -
[19] - Quote
Maybe a moving bracket (the same size as one bar segment) of the instant racing ahead of the bar itself |
Khan noonen-singh
KILL-EM-QUICK RISE of LEGION
0
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Posted - 2013.06.10 06:24:00 -
[20] - Quote
who cares if it's pretty. I want to know now whether I'm dead or going to be dead. aesthetics shouldn't be more important than knowing if i need to back off and try again, thatGÇÖs hard to do when you're dead. |
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