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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
451
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Posted - 2013.08.02 02:52:00 -
[31] - Quote
XxWarlordxX97 wrote:Try having one eye open and one close omg it works! uh well, at least if ccp switch to local hit detection i can finally have my aimbot (Any resemblance to real events and/or to real persons, living or dead, is purely coincidental) |
Anarchide
Greedy Bastards
345
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Posted - 2013.08.02 02:58:00 -
[32] - Quote
Tallen Ellecon wrote:It's not just you, some poor guy couldn't hit me with his SMG from 10m and I was barely strafing. He was wearing proto so I figured he had to have a t least a little skill.
Was it was a proto Gallente Logi?
It could have been me, I'm a terrible shot. |
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CCP Wolfman
C C P C C P Alliance
893
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Posted - 2013.08.02 03:24:00 -
[33] - Quote
After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
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Vethosis
Murder Cakes Of Doom
778
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Posted - 2013.08.02 03:31:00 -
[34] - Quote
Could you change the aiming back to chromosome? |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
451
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Posted - 2013.08.02 03:31:00 -
[35] - Quote
CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
I'll admit it it's technically "better" because you actually have to hit a part of the body, when instead shortly before i could hit someone strafing even if not exactly on target. Anyway that's a great news! thank you for your hard work on aiming and hit detection! you're now my favorite dev/gm (second only to the mighty GM Unicorn). |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
90
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Posted - 2013.08.02 03:33:00 -
[36] - Quote
xxwhitedevilxx M wrote:Tallen Ellecon wrote:It's not just you, some poor guy couldn't hit me with his SMG from 10m and I was barely strafing. He was wearing proto so I figured he had to have a t least a little skill. yeah that's right too...people's strafe looks faster too....damn maybe i just should stop with these benzodiazepines This. A was using a Duvolle with advanced Callogi. And a recruit beat me... But i only had 3 shields so meh. |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
451
|
Posted - 2013.08.02 03:38:00 -
[37] - Quote
xxwhitedevilxx M wrote:CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
I'll admit it it's technically "better" because you actually have to hit a part of the body, when instead shortly before i could hit someone strafing even if not exactly on target. Anyway that's a great news! thank you for your hard work on aiming and hit detection! you're now my favorite dev/gm (second only to the mighty GM Unicorn).
Oh sorry for double post, could you hint how hit detection is going to change? I mean, Is there a remote possibility to have hit detection calculated client-side on our ps3s instead of server-side? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2321
|
Posted - 2013.08.02 04:12:00 -
[38] - Quote
CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
https://forums.dust514.com/default.aspx?g=posts&m=1079159#post1079159
I encourage you to see some of the hit-box issues that we've discovered in-game, particularly the test videos provided on Page 4 - Post #61 |
The-Errorist
BetaMax Beta
80
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Posted - 2013.08.02 04:22:00 -
[39] - Quote
xxwhitedevilxx M wrote:xxwhitedevilxx M wrote:CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
I'll admit it it's technically "better" because you actually have to hit a part of the body, when instead shortly before i could hit someone strafing even if not exactly on target. Anyway that's a great news! thank you for your hard work on aiming and hit detection! you're now my favorite dev/gm (second only to the mighty GM Unicorn). Oh sorry for double post, could you hint how hit detection is going to change? I mean, Is there a remote possibility to have hit detection calculated client-side on our ps3s instead of server-side? That would open the flood gates of unimaginable clientside abuse. |
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CCP Wolfman
C C P C C P Alliance
893
|
Posted - 2013.08.02 05:28:00 -
[40] - Quote
Vethosis wrote:Could you change the aiming back to chromosome?
The differences in chromosome were that the pad had a higher pitch and yaw speed which meant that fine aiming was actually quite poor with a pad since smaller inputs resulted in larger movements. This issue was compensated for by the aim assist systems, magnetism and adhesion. That didnGÇÖt make the actual settings good, it just meant they were less of a problem. The thing is, those aim assist systems also caused some targeting issues related to firing angle and target movement. In these situations the assists actually made it harder to aim. Because of this we disabled them and have now completely overhauled them, they will be back in 1.4.
Without the assists (and because it simply wasnGÇÖt good) we needed to retune the aim on pad to make it less twitchy. This was not a perfect solution but my hope is that with the new updates weGÇÖll be back on track. Your feedback will continue to be an important part of that and weGÇÖll keep working to improve things.
I also suspect there is a bit of a rose tinted glasses situation going on here regarding chromosome
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CCP Wolfman
C C P C C P Alliance
893
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Posted - 2013.08.02 05:29:00 -
[41] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
https://forums.dust514.com/default.aspx?g=posts&m=1079159#post1079159I encourage you to see some of the hit-box issues that we've discovered in-game, particularly the test videos provided on Page 4 - Post #61
We think we've isolated the bug and are looking at it atm. |
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CCP Wolfman
C C P C C P Alliance
893
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Posted - 2013.08.02 05:33:00 -
[42] - Quote
xxwhitedevilxx M wrote:xxwhitedevilxx M wrote:CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
I'll admit it it's technically "better" because you actually have to hit a part of the body, when instead shortly before i could hit someone strafing even if not exactly on target. Anyway that's a great news! thank you for your hard work on aiming and hit detection! you're now my favorite dev/gm (second only to the mighty GM Unicorn). Oh sorry for double post, could you hint how hit detection is going to change? I mean, Is there a remote possibility to have hit detection calculated client-side on our ps3s instead of server-side?
In the short term we are fixing bugs/problems with it as we identify them. We'll monitor the impact they have. We are considering larger changes in the long term but that is something we would need to be pretty careful with so we're not going to rush in to anything. |
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Vin Vicious
Capital Acquisitions LLC
209
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Posted - 2013.08.02 08:25:00 -
[43] - Quote
CCP Wolfman wrote:Vethosis wrote:Could you change the aiming back to chromosome? The differences in chromosome were that the pad had a higher pitch and yaw speed which meant that fine aiming was actually quite poor with a pad since smaller inputs resulted in larger movements. This issue was compensated for by the aim assist systems, magnetism and adhesion. That didnGÇÖt make the actual settings good, it just meant they were less of a problem. The thing is, those aim assist systems also caused some targeting issues related to firing angle and target movement. In these situations the assists actually made it harder to aim. Because of this we disabled them and have now completely overhauled them, they will be back in 1.4. Without the assists (and because it simply wasnGÇÖt good) we needed to retune the aim on pad to make it less twitchy. This was not a perfect solution but my hope is that with the new updates weGÇÖll be back on track. Your feedback will continue to be an important part of that and weGÇÖll keep working to improve things. I also suspect there is a bit of a rose tinted glasses situation going on here regarding chromosome
I have had multiple times were I was point blank with bother a scrambler rifle charge and a scrambler pistol, watched it land on the red, shield flicker but no damage.
You guy have yet to fix the "friendly fire" indicator showing up on red guys causing no damage. This problem has been present since the first uprising build and I have posted about it numerous times.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2324
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Posted - 2013.08.02 08:40:00 -
[44] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
https://forums.dust514.com/default.aspx?g=posts&m=1079159#post1079159I encourage you to see some of the hit-box issues that we've discovered in-game, particularly the test videos provided on Page 4 - Post #61 We think we've isolated the bug and are looking at it atm.
Which one, collision box size increasing from sprinting or hit box lag being associated with increased speed? |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
129
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Posted - 2013.08.02 10:21:00 -
[45] - Quote
CCP Wolfman wrote:Vethosis wrote:Could you change the aiming back to chromosome? The differences in chromosome were that the pad had a higher pitch and yaw speed which meant that fine aiming was actually quite poor with a pad since smaller inputs resulted in larger movements. This issue was compensated for by the aim assist systems, magnetism and adhesion. That didnGÇÖt make the actual settings good, it just meant they were less of a problem. The thing is, those aim assist systems also caused some targeting issues related to firing angle and target movement. In these situations the assists actually made it harder to aim. Because of this we disabled them and have now completely overhauled them, they will be back in 1.4. Without the assists (and because it simply wasnGÇÖt good) we needed to retune the aim on pad to make it less twitchy. This was not a perfect solution but my hope is that with the new updates weGÇÖll be back on track. Your feedback will continue to be an important part of that and weGÇÖll keep working to improve things. I also suspect there is a bit of a rose tinted glasses situation going on here regarding chromosome
Possibly so my friend. However keep working on that stuff and I think by the time 1.4 comes around you should have a really solid base for you game then.
I have noticed a slow but consistent drop in forum outrage, so you are slowly getting there.
Over the last month or two I've been using the shotguns again, something I have not used since chromosome. I find on maps with little lag the shotgun works wonders, but as soon as the lag starts to pick up its almost impossible to hit anything with it.
I can be up close to a heavy point blank range, I fire and its as if the projectiles pass right through the enemy causing no damage.
I do hope any improvements will benefit the shotgun as well.
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Nitrobeacon
Freek Coalition
43
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Posted - 2013.08.02 10:49:00 -
[46] - Quote
CCP Wolfman wrote:Vethosis wrote:Could you change the aiming back to chromosome? The differences in chromosome were that the pad had a higher pitch and yaw speed which meant that fine aiming was actually quite poor with a pad since smaller inputs resulted in larger movements. This issue was compensated for by the aim assist systems, magnetism and adhesion. That didnGÇÖt make the actual settings good, it just meant they were less of a problem. The thing is, those aim assist systems also caused some targeting issues related to firing angle and target movement. In these situations the assists actually made it harder to aim. Because of this we disabled them and have now completely overhauled them, they will be back in 1.4. Without the assists (and because it simply wasnGÇÖt good) we needed to retune the aim on pad to make it less twitchy. This was not a perfect solution but my hope is that with the new updates weGÇÖll be back on track. Your feedback will continue to be an important part of that and weGÇÖll keep working to improve things. I also suspect there is a bit of a rose tinted glasses situation going on here regarding chromosome This is another common question about the new aim assist system upcoming in 1.4: Will hybrid users that use both the Dualshock 3 controller and Mouse have access to it? Because alot of people now know how to do this in order to have the movement freedom of the DS3 and accuracy of the Mouse. |
GTA V FTW
Kang Lo Directorate Gallente Federation
26
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Posted - 2013.08.02 11:37:00 -
[47] - Quote
I can not even believe that there is a thread on how poor hit detection is on a released FPS with a Dev trying to still fix it by using our input and data.
Other Dev company's would just facepalm if they read this.
Is there a FPS Dev academy?
I know a few Devs that could use some courses in FPS 101. |
But What
Planetary Response Organisation
2
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Posted - 2013.08.02 12:14:00 -
[48] - Quote
CCP Wolfman wrote:xxwhitedevilxx M wrote:xxwhitedevilxx M wrote:CCP Wolfman wrote:After reading this I went off and checked the ping time stats and weGÇÖre not seeing any significant difference between 1.2 and 1.3. If anything it actually looks a little better.
We have found some bugs with the hit detection (they were present in 1.2 as well so it shouldnGÇÖt be any worse) and are currently working on fixes for them.
We are also evaluating some other changes to the hit detection system to improve it.
I'll admit it it's technically "better" because you actually have to hit a part of the body, when instead shortly before i could hit someone strafing even if not exactly on target. Anyway that's a great news! thank you for your hard work on aiming and hit detection! you're now my favorite dev/gm (second only to the mighty GM Unicorn). Oh sorry for double post, could you hint how hit detection is going to change? I mean, Is there a remote possibility to have hit detection calculated client-side on our ps3s instead of server-side? In the short term we are fixing bugs/problems with it as we identify them. We'll monitor the impact they have. We are considering larger changes in the long term but that is something we would need to be pretty careful with so we're not going to rush in to anything.
basicly wait till the next patch.... wooohoooo.... |
BullsON Parade
SamsClub
15
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Posted - 2013.08.02 12:44:00 -
[49] - Quote
Vethosis wrote:Could you change the aiming back to chromosome?
This ^^^^
Easy fix. , but it seems that even though chromozone was the players favorite build, it most certainly seems that ccp was not a fan of it.
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Mobius Wyvern
BetaMax.
2831
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Posted - 2013.08.02 13:48:00 -
[50] - Quote
BullsON Parade wrote:Vethosis wrote:Could you change the aiming back to chromosome? This ^^^^ Easy fix. , but it seems that even though chromozone was the players favorite build, it most certainly seems that ccp was not a fan of it. Did you even read CCP Wolfman's response to that post?
Basically, it only seemed like it worked well by circumstance. The issues with aiming that were still there in that build were caused by the same systems that seemed to make the aiming work. |
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Zatara Rought
TeamPlayers EoN.
635
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Posted - 2013.08.02 15:52:00 -
[51] - Quote
CCP Wolfman wrote:Vethosis wrote:Could you change the aiming back to chromosome? The differences in chromosome were that the pad had a higher pitch and yaw speed which meant that fine aiming was actually quite poor with a pad since smaller inputs resulted in larger movements. This issue was compensated for by the aim assist systems, magnetism and adhesion. That didnGÇÖt make the actual settings good, it just meant they were less of a problem. The thing is, those aim assist systems also caused some targeting issues related to firing angle and target movement. In these situations the assists actually made it harder to aim. Because of this we disabled them and have now completely overhauled them, they will be back in 1.4. Without the assists (and because it simply wasnGÇÖt good) we needed to retune the aim on pad to make it less twitchy. This was not a perfect solution but my hope is that with the new updates weGÇÖll be back on track. Your feedback will continue to be an important part of that and weGÇÖll keep working to improve things. I also suspect there is a bit of a rose tinted glasses situation going on here regarding chromosome
Can we post this in a sticky? |
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