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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
271
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Posted - 2013.06.29 16:34:00 -
[1] - Quote
Because obviously you can't do one thing before another |
Jade Dragonis
GRIM MARCH
5
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Posted - 2013.06.29 16:36:00 -
[2] - Quote
All depends on who is whining about it and how loud.... |
Mobius Wyvern
BetaMax. CRONOS.
2119
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Posted - 2013.06.29 16:38:00 -
[3] - Quote
Jade Dragonis wrote:All depends on who is whining about it and how loud.... ^This.
Also, framerate fixes and improvements to the system they use for streaming in environment components have been confirmed for 1.2 |
Al Lopestes
PlayStation Home Comminity Group
17
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Posted - 2013.06.29 16:43:00 -
[4] - Quote
I'm confused. Isn't most of this will be fixed on Uprising 1.2? |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
271
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Posted - 2013.06.29 16:47:00 -
[5] - Quote
Al Lopestes wrote:I'm confused. Isn't most of this will be fixed on Uprising 1.2? Erm... nope, they said they don't even know when they are gonna be fixed. |
N1ck Comeau
Pro Hic Immortalis
539
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Posted - 2013.06.29 17:19:00 -
[6] - Quote
these are fixed in 1.2. I don't see the problem |
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CCP Nullarbor
C C P C C P Alliance
1514
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Posted - 2013.06.29 23:10:00 -
[7] - Quote
So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. |
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Delta 749
Kestrel Reconnaissance
651
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Posted - 2013.06.29 23:14:00 -
[8] - Quote
CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us.
The guys doing the balancing desperately need to keep their hands off tweaking the guns until hit detection and aiming are back to at least chromosome level Tweaking them while those fundamental things are broken will just mean they will have to be monkeyed with again later on for a real proper balance and it just creates extra work and wastes time and resources to do it backwards |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
279
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Posted - 2013.06.29 23:21:00 -
[9] - Quote
Delta 749 wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. The guys doing the balancing desperately need to keep their hands off tweaking the guns until hit detection and aiming are back to at least chromosome level Tweaking them while those fundamental things are broken will just mean they will have to be monkeyed with again later on for a real proper balance and it just creates extra work and wastes time and resources to do it backwards This
CCP how do you intent to balance things when hit detections and aiming are off? |
Malkai Inos
Opus Arcana Covert Intervention
494
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Posted - 2013.06.30 00:06:00 -
[10] - Quote
5aEKUXeRJGJ27kCDnDVYak3 wrote:Delta 749 wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. The guys doing the balancing desperately need to keep their hands off tweaking the guns until hit detection and aiming are back to at least chromosome level Tweaking them while those fundamental things are broken will just mean they will have to be monkeyed with again later on for a real proper balance and it just creates extra work and wastes time and resources to do it backwards This CCP how do you intent to balance things when hit detections and aiming are off? They can balance things now to work better within the current environment and redo everything later, or don't balance things and redo everything later either way. I'd rather they make the best out of it instead of sitting there, waiting for something to do. |
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THUNDERGROOVE
ZionTCD
67
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Posted - 2013.06.30 00:13:00 -
[11] - Quote
Hit detection is solid, as long as your internet isn't bad. Though, the aiming is awkward if you're coming from a game with more smooth aiming. |
Princeps Marcellus
Expert Intervention Caldari State
61
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Posted - 2013.06.30 00:23:00 -
[12] - Quote
Imagine that you have a guy (Bob) who loves talking to people but can't handle computers at all, and a girl (Alice) who can fix up computers nearly instantly, but absolutely hates talking to people. They form a company with the goal of fixing peoples' computers and making money off it.
As you'd expect, Bob handles the front desk, the cash register, or whatever they happen to have at their business. He talks the costumers up and makes sure that they have a good experience at Alice and Bob's Pooter Palace. Alice fixes up and tinkers around with computers in the back of their little building, where all the parts and tools and broken computers are.
Now, while you could theoretically get Alice and Bob both working in the back, that would be an absolutely horrible idea because Bob is just going to sit there uselessly. He has no idea what a motherboard is, let alone a graphics card. You could get Alice and Bob both working on the store front, but that would also be a total waste of worker resourcefulness, because Alice doesn't know Bleep about interacting with people. She'd be more likely to scare customers away than bring 'em in.
What you're describing is essentially this. You're want to get people who are good at one job and put them to work on something entirely different. Why would you do that? It's useless. You squeeze more usefulness putting them to work on something that they're actually good at.
-Princeps Marcellus, Forum Patrol |
Th3rdSun
L.O.T.I.S. RISE of LEGION
400
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Posted - 2013.06.30 00:28:00 -
[13] - Quote
THUNDERGROOVE wrote:Hit detection is solid, as long as your internet isn't bad. Though, the aiming is awkward if you're coming from a game with more smooth aiming.
What would you consider not bad internet?
I'm using Comcast cable internet and I normally get 20-25 down,and 4.5 up(just did a speed test right now and I'm getting 35 down and 5.5 up) with 28 ping.Now of course,that's locally,but I don't know what I'm getting on Dust's server.
Anyone know the IP address to the server so I can ping it for a speed test?
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CCP Nullarbor
C C P C C P Alliance
1537
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Posted - 2013.06.30 00:33:00 -
[14] - Quote
You can use these IP addresses to check your ping against each region.
Europe: 5.10.86.104 US: 50.97.153.36 Asia: 216.185.108.171 Australia: 27.50.71.26
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5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
279
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Posted - 2013.06.30 00:34:00 -
[15] - Quote
Hit detection is no solid at all I'm afraid. My ping is perfectly fine (constantly monitored so I'm sure my internet is not the issue) and hit detection is wonky. I guess it also depends on which weapon you're using, as I have been pumping shotties into enemies faces without doing any damage. |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
279
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Posted - 2013.06.30 00:43:00 -
[16] - Quote
My ping to EU server is hovering within 16 to 20 ms. Dunno if the game actually connects me to the local region server though. |
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CCP Nullarbor
C C P C C P Alliance
1544
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Posted - 2013.06.30 00:58:00 -
[17] - Quote
For instant battle and academy matches we auto detect your region, or if you suspect this isn't working correctly you can set it manually in the options. There are exceptions to when this works though, for example joining a squad if your squad leader is in a different region or if a region is offline (doesn't happen very often).
Faction warfare matches in the mercenary tab can also vary their region but you can tell your latency from the quality bars on the UI. Planetary conquest battles pick the best region for all the connected players.
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ReGnYuM
TeamPlayers EoN.
331
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Posted - 2013.06.30 01:13:00 -
[18] - Quote
CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us.
But you should not do both at the sametime.
Null I understand that you guys are trying to get things back on par, but this type of issue is more like a:
Part A must be achieved before Part B can begin
kinda get my point |
Zatara Rought
TeamPlayers EoN.
368
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Posted - 2013.06.30 01:18:00 -
[19] - Quote
ReGnYuM wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. But you should not do both at the sametime. Null I understand that you guys are trying to get things back on par, but this type of issue is more like a: Part A must be achieved before Part B can begin kinda get my point
Makes sense. Unless adding more people to that team wouldn't necessarily help it go any faster I say use them all on bugs and performance. I can deal adapt to OP weapons, I can't adapt to game breaking framerate and bad hit detection. |
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CCP Nullarbor
C C P C C P Alliance
1548
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Posted - 2013.06.30 01:32:00 -
[20] - Quote
ReGnYuM wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. But you should not do both at the sametime. Null I understand that you guys are trying to get things back on par, but this type of issue is more like a: Part A must be achieved before Part B can begin kinda get my point
Except that you are not going to see a defining moment like you suggest, that suddenly performance and hit detection are "fixed". They will always be iterated upon and delaying balance work is just going to waste time and prevent us getting valuable feedback early.
What you suggest sounds good in practice but it's just not the way that progress is made. |
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undeadsoldier90
Hellstorm Inc League of Infamy
572
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Posted - 2013.06.30 01:41:00 -
[21] - Quote
CCP Nullarbor wrote:ReGnYuM wrote:CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. But you should not do both at the sametime. Null I understand that you guys are trying to get things back on par, but this type of issue is more like a: Part A must be achieved before Part B can begin kinda get my point Except that you are not going to see a defining moment like you suggest, that suddenly performance and hit detection are "fixed". They will always be iterated upon and delaying balance work is just going to waste time and prevent us getting valuable feedback early. What you suggest sounds good in practice but it's just not the way that progress is made.
LOL you just logic flaylocked regnyum..... best thing I have seen on here all day. Sorry regnyum |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
281
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Posted - 2013.06.30 01:44:00 -
[22] - Quote
How come there isn't a define moment? Surely it's just some bugs causing the lag and framerate and hit detection to be debugged right?
I mean... if it can't be fixed 100% I don't know what to say really. I mean, is it that hard to make a functional FPS? |
sammus420
Goonfeet Special Planetary Emergency Response Group
165
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Posted - 2013.06.30 01:59:00 -
[23] - Quote
CCP Nullarbor wrote: Except that you are not going to see a defining moment like you suggest, that suddenly performance and hit detection are "fixed". They will always be iterated upon and delaying balance work is just going to waste time and prevent us getting valuable feedback early.
What you suggest sounds good in practice but it's just not the way that progress is made.
Yes because feedback based on a system that is broken for reason other than the weapon stats is really valuable.
After the **** show that was Uprising, i'm not really sure you guys know what "progress" and "wasting time" means. |
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CCP Nullarbor
C C P C C P Alliance
1557
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Posted - 2013.06.30 02:01:00 -
[24] - Quote
5aEKUXeRJGJ27kCDnDVYak3 wrote:How come there isn't a define moment? Surely it's just some bugs causing the lag and framerate and hit detection to be debugged right?
I mean... if it can't be fixed 100% I don't know what to say really. I mean, is it that hard to make a functional FPS?
Bad frame rate in particular is a fickle beast, we are working on fixing it from multiple different angles right now and progress is made in increments as ideas are tested and fixes work their way in to builds. |
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Sloth9230
Reaper Galactic
2073
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Posted - 2013.06.30 02:05:00 -
[25] - Quote
CCP Nullarbor wrote:So the guys doing the balancing are not the same people who work on frame rate and performance. Fortunately this means we can work on both at the same time.
I would expect to see performance improvements in the patch notes for almost every release this year. It is a high priority for us. But... the aiming system... and hit detection...
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Ydubbs81 RND
Ahrendee Mercenaries Omega Commission
1472
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Posted - 2013.06.30 02:09:00 -
[26] - Quote
Zatara Rought wrote:
Makes sense. Unless adding more people to that team wouldn't necessarily help it go any faster I say use them all on bugs and performance. I can deal adapt to OP weapons, I can't adapt to game breaking framerate and bad hit detection.
yes...aiming and hit detection are deal breakers. OP weapons can be bad too but we can try to find a way to deal with that until it is fixed. But working with an aiming mechanic that is working against you aiming.....is a pill that is really hard to swallow. |
ZDub 303
TeamPlayers EoN.
526
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Posted - 2013.06.30 02:10:00 -
[27] - Quote
So I'm a dirty mouse user... and therefore my opinions might not be very valid for the topic...
However.. hit detection issues for me are caused completely by framerate problems... outside of PC I usually do fine.
And with a mouse.. I find aiming to be fine... You need to change the settings for the controller and PS move, and then turn off mouse smoothing. After that its pretty much just muscle memory.
personally.. I would rather see balance changes start now... rather than later.. I would hate to see the god lock pistol remain in its current state for the next 3-4 months while they wait for performance fixes |
sammus420
Goonfeet Special Planetary Emergency Response Group
165
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Posted - 2013.06.30 02:12:00 -
[28] - Quote
ZDub 303 wrote:So I'm a dirty mouse user... and therefore my opinions might not be very valid for the topic... However.. hit detection issues for me are caused completely by framerate problems... outside of PC I usually do fine. And with a mouse.. I find aiming to be fine... You need to change the settings for the controller and PS move, and then turn off mouse smoothing. After that its pretty much just muscle memory.
I agree on the hit detection, and I'm a DS3 user. I feel like the aiming issues are also directly related to the framerate, because the constant drops it experiences throws off the smoothness of the aiming experience. |
Sloth9230
Reaper Galactic
2073
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Posted - 2013.06.30 02:14:00 -
[29] - Quote
ZDub 303 wrote:the god lock pistol Even it is currently being held back by the projectile bug, so how can you expect accurate fixes? |
sammus420
Goonfeet Special Planetary Emergency Response Group
165
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Posted - 2013.06.30 02:16:00 -
[30] - Quote
Sloth9230 wrote: Even it is currently being held back by the projectile bug, so how can you expect accurate fixes?
They'll just "fix" stuff until they find a broken system that works for the player base. After we get used to that for a few months, they'll "fix" the broken system, which will make the weapons work "as expected" which will have the effect of breaking them for the player base. |
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