Hit Detection

Thats not hit detection, check where your gun barrel is the bullets come out of the barrel not the sight to prevent head glitching, its most likely your gun barrel is stuffed in the wall while your sight is just slightly above the wall.

I know what you mean but I am having this Issue in fully broken Buildings. I can stand in the MIDDLE of a fully broken house (no walls at all left) and itll do that.

From my ping tracing tests they are not in the same location as Azure, so I don’t think they are using it.

There still can be other issues that can be causing you to have people appear around the corner or dying immediately. Things like your side having network issues, or the wonderful bad spawn feature. As for the instant deaths, it could be again network issues on your side like jitter or packetloss. The other thing which I have noticed it could be you took damage from multiple players at the same time. One way to determine this is do something like what CSGO does and show in the kill feed (top right corner) all the names of the names of players that contributed in your death (in a given time frame say 500ms).

Edit: As you probably have seen on twitter to your post, it looks to be a bug.

@VBALL_MVP

I understand, the problem with a guy appearing then instantly delivering damage could be network related, but I don’t see any variance outside of the normal bounds (~3ms variance), and from the times I’ve seen it, it appeared to be a single player doing the damage, and it appears to be tied to specific enemy players.

It is winter, and my lines do run above ground for a short stretch, it’s not out of the question that it’s network related, but I haven’t noticed any specific network issues coinciding with the deaths, and it’s never a situation where all deaths feel this way.

I think i’ve only recorded two clear instances, but I’ve seen similar things quite a bit, many of these other instances weren’t recorded because there is no clear proof of an issue, it just looks and feels off when one player always has the jump on you and he shows visible lag that his fellow soldiers do not, this visible lag is not always there, just in most instances.

I agree having a small “hit feed” upon death would be a magnificent addition, I wonder if it would negatively impact performance though, could at least clear up part of my complaint.

I doubt if it would impact performance, I mean it’s kinda doing it already when it gives someone an “Assist counts as kill”.

I don’t know, I hear what you are saying but working for ISPs in the past you learn about some shady stuff they do.

Look, in the end I have as many questions as you do. I guess my mindset is that there are still many bugs in the game, and many inconsistencies. Until they resolve that its hard to say anything else can be the cause.

I hear ya. That’s why I’m trying to explain my issue as completely as I can, it could be any number of things causing this.

In the end, as long as these issues get addressed, I wouldn’t care what that meant from a hardware/software perspective.

I can’t help but throw in my own guess. :slight_smile:

Im going to share some funny captures of inconsistent moments whit you guys.

Ps4
Europe servers.
30ms ping.
No package loss.

Excuse some bad aiming. And the fact that I suck really hard at using the horse..

First hits on suport guy is harcore. No hitmarkers. Also when fireing from second floor at enemy’s chest. Is hardcore.

In this video. There is some of these A10 hunter inconsistencies.

Cheers for reading and writing on the forum @mischkag

@lizzard

Good captures…

Thanks man. Hope it brings some laughing.

I deal with that type of stuff in the videos EVERY time I play BF1 some days worst than others. Some matches worst than others. Some to even a worst extent. My favorite is when I shot a guy dead center with a shot gun shell tank round in the back 3 m away and only did 68 damage. Plus spawning in tanks and the entire tank repair function is missing and does not work. Also the worst is the ricochets from tanks. Hitting them broad side dead center and get the 2 pts damage ricochet. I have had light tanks all of a sudden teleport behind me. All I wish I had recorded. Spotting not working unless you spot planes or vehicles. Infantry does not work at all sometimes.

Well I mean for evidence that there is real issues.

@mischkag

I hope you watch the clips Lizzard posted. That is also what I see way too often when playing with 20ms ping. I move OOR to 150ms and that stuff almost never happens. I think your idea of making things harder to hit for high pingers is a bad idea. It does nothing to solve the obvious hit detection problems shown in the videos. Then you’ll have a game that plays poorly for low and high pings. The biggest problem is too large a ping variance is allowed. Until you’re willing to accept that fact, most fixes are band-¯_(ツ)_/¯ at best. Limiting the ping on a handful of servers doesn’t disenfranchise anyone. Everyone still has access to servers. Most people would be happy then. Your proposed change would only result in more unhappy players. I don’t understand why this isn’t being seriously considered. I don’t buy the T&C excuse. Everyone can still play. You could even call them Test Servers.

My turn, I have more incidental issues recorded, but these feel game breaking.

Here’s that damage before player model bug. I’d recorded it before the patch as well, but I don’t want to report issues from previous builds.

1:45 thats what I get nearly all the time and what I was trying to describe in the last posts the character model being out of sync with the damage being dealt.

Nice clips indeed!

Those killed before you see playermodel moments. I bet thats a guy with a ping that goes crazy high and low.
Results in that you get killed like 1-3 second before you see him coming around a corner.

If its not connection related.. (you know there are som guys saying ping doesn’t have any negative impact on the gameplay or the servers) then There is something really broken in the game or the servers.

I wish we could have the netgraph on the bottom of the screen. On a line, whit out the graph part. That way it would not be so invasive on the gameplay. And it would be easier to have the graph on.

Im going to see if I can link a guy in to this thread. I have seen unedited gameplay from him. While having +900ms ping. And the server doesn’t reject his bullets. The enemies die like they should. And he doesn’t get killed by a ohk a single time!
I wish he will post that gameplay in this thread.

@xaxoni maybe you have some clips?

Guess you are referring to me. Well why does it have to be connection related? Why can’t it be poor coding and bugs like the other fixes (aka melee bug, or dissappearin hitboxes when vaulting)?

@KingTolapsium do you know what the extra offeet value means? What effects it to go high or low? It’s one of the values I really don’t know on the netgraph.

Also last clip, looks like that awful spawn system where you can spawn on a guy being shot at or dead. What was interesting also is your latency went through the roof when you got revived.

the Hit Detection is actually good in this game, as compared to games like World of Tanks that has horrible detection, thanks to their bad netcode.
Dice has really worked out their netcode bugs since the BF4 days.
so if you are having problems it’s going to be attribute to network lag times.

I notice you have a little bit of packet loss from the look of your netgraph. That is beside the point, because I too experience similar issues to what your encountering in your videos, and I have ABSOLUTELY no packet loss when i connect to NA East servers. I posted a still screenshot of my netgraph a few pages back-in this thread of course(which that really doesnt matter either)

I wasn’t referring to anyone specific..

The melee is not fixed.
Hitboxes is not fixed completely. Yes its better than in bfbc2.

I also believe that the last death may be one of those incredibly bad spawns.

Its often the server makes package loss and ping, spike like crazy when revived.. Not sure why? Also the server Extr will spike when you die..

Offset is the added delay. Or buffer. If I have understood it right..

@VBALL_MVP

Extrapolation offset relates to network variance. Instead of showing a guess of where a person was/is during moments of mistimed/missing packets, the offset allows the server will hold onto their packet data longer to accurately show their location, making player movement smooth. The offset getting too high (which is only supposed to happen when your network is highly variable(?)) can stop the client from moving freely, I think it delays hit reg too? Idk.

It’s odd, I’m not sure I really understand it all that well, but I know it feels like weak rubber banding when above 40ish, and makes mantling a nightmare, worse and worse the higher it goes.

That extr offset bug would make the game feel absolutely broken to anyone and could easily be confused with server performance tanking without the netgraph.

In regard to the clip, there is a lot of issue with latency spiking when going into the menus/coming back to life.

Watch for it, happens all the time to me, click options, boom latency spike, most of the latency spiking I see on my netgraph is a bug in bf1.