They could also add counts as kill assist’s to the kill card. That when when you get finished by an Automatico bullet from 100 yards it will make more sense to know that it finished you off from a Gewehr hit.
There seemed to be a lot of latency desync, but the server was okay, there were quite a few high level players in there, I’m sure that contributed to my perception of engagements.
Sometimes the menu is fast, other times its so slow your movement stays locked from the menu when ingame. That bug made me real frustrated yesterday, seems this situation is much worse post patch..
Yes. @KingTolapsium suggested this much earlier up in the thread—showing a kill feed, to be precise, so you know exactly how many people did damage to you and how much. It’s a perfect system in Titanfall 2.
@Rev0verDrive: The next patch will lower the FHT for soldiers from 125ms to 100ms and above 100ms, server side hit detection is performed for High pingers which is way more powerful than clamping the frame history. With this recent patch i changed the server side arbitration so that hits on your client on extrapolated soldiers will still count unless you are a high pinger.
@stuwooster: Thanbks a lot. I was really surprised and sad when i heard about the first impression of this patch. The next one will mark another improvement. I was really trying to get you guys the in game latency display in the scoreboard on consoles, but i passed the cutoff date for localization related changes.
About the kill camera perspective…suggestions are welcome and i could try running them by our design team.
#@VBALL_MVP: About the quitting…did you try to quit when the round is over? I will look into this.
Thx for the vid. The spawn screen has a lower networking frequency of 10Hz in contrast to 30 to save precious server time. There is no need to have 30. Same for spectators in general. This is the extrapolation time spike.
About the blood and hit marker…hard to see in the low res video But hey at least it counted. It marks progress that you complain about mis positions and not missed hits
@RAPTOR4002: I cannot say much about that. You need to see where you hit (blood), with what weapon and so forth. The client side hit detection really follows the rules of the weapon firing, distance and material it hits. Without seeing it, i cannot run this by our weapon designers.
@der_Metatron: I am afraid the Bra squad will strill have a ping ~100ms to US East and should not result in that much hit behind cover. For 800ms you could make a full hop around the world
I agree with the region lock…but enough said about this
@BanyanTree: Dusting in vehicles should not happen. You mean firing inside a vehicle onto other vehicles? WHat weapon specifically? The reson i am asking is that projectiles should use client side hit detection also and therefore never dust.
@jdbelcher1998: Yeah i have it on my list to create this kill feed…i am not promising anything but it is a good idea.
It was firing the main cannon on a heavy tank at a light tank from a very short distance probably less than fifteen metres. At that distance even if my aim was so horrible that I actually missed (I was angled awkwardly down a slope at the time) I would have thought I’d get splash damage. This is the point, no doubt, where I learn that my aim was indeed horrible and vehicle on vehicle splash damage doesn’t happen I wish I had taken a clip but the light tank and about five Assault players were paying me great attention!
I’ll keep an eye on it and hopefully get that clip next time.
On Fort de Vaux last night a squad buddy witnessed an invisible enemy player revive a fallen player. I told him to record it and post it here. I’ll chase him up on that.
As far as the killfeed goes, information like hit location, hit damage, hit distance, hit order, time since hit, should all be considered, as each of these factors is very relevant to the perception of death.
There should be room to at least list the last 3 enemy names in order with associated damage %, that would clear up most confusion without getting too technical with the presentation.
Thanks for the response, I uploaded a better quality of the vid see post above yours. One question about the change in network frequency, would this effect any performance issues or is this strictly client side?
I will also post the video of quitting, but to answer your question, yes it was after the round was over.
Thx. Now i can see clearly what you mean by blood spawned on previous position. I guess that is some lag in the effect system and the spawning of it or imprecision of the hit. I will take a look. The lower spawn screen networking frequency is purely to conserve server performance.
The pause menu during multiplayer game is stalled and severely lagged out (on xbox) to the point I was pretty sure it froze up and time to restart, hopefully it will get looked over.
The battlepack menu is also really lagged out during map transition and I wasn’t sure if it would open or what happened to a few of the skins (or whatever) - it really is quite shaky and stalled.
Siege guns need a buff to the main shell and the gas shell shouldn’t kill teammates.
When picking up one of the four elite classes and the swapping to another makes the first elite class gone for the game - shouldn’t it just go back to the crate? - one person could troll all four kits. Also, an enemy player can run all the way back and pick up one of the elite kits and die out of bounds but it ruins having one of the elite kits.
Back to hit reg notes - the new maps have been hit or miss (heehee) on whether they feel responsive or are laggy with shots going through people - Rupture frontline was pretty rough getting headshots w/ 1895 Sniper with several that looked and felt on target but get a 90+/- hit or no hit at all and we’re within the 100m range - swapped out and went to conquest on Scoissons (soy sauce) and finished the assignment in 8 minutes and only 7 shots - so what that means I do not know but it didn’t feel right and it wasn’t a case of warming up or knowing the gun.
Thank you DICE for all your working on and that the game is still fun with only some moments of rage quits.
That’s interesting. Starting from Bf3, I remember it was said DICE was using a combination of both. This is the first time I’ve read what exactly uses client side and what uses server side.
Always appreciate your feedback. But these long gaps in-between patches is rediculous. Waiting two months for basic improvements, to only get five pages of notes (where many things are left off) shouldn’t be a thing. No idea why this is, when other games update more often.
That said, the menu system has ALWAYS been slow and buggy, going back to the beta. It’s worse than ever now, especially the battlepack page. Not sure if the technical limitation runs in the game engine or actual coders. Regardless, this, aND numerous unfixedissues, make all of Dice look inept ( or uncaring).
@VBALL_MVP: Thanks to your high res vid i was able to fix the blood splatter spawn on the previous pos. Will be fixed for the next patch. @oof14346: Yes i changed that right before launch for BF1. I wrote it down to make sure it all works as expected.
Yes the patching intervals are quite long. We are looking into solutions…
I’m really curious as to what the “Studio” considers to be a high ping? It’s absolutely different for each platform do to the tickrate. To me it’s when player data is not received by the server and processed with in 2-3 cycles, excluding packet loss. The less extrapolation the client has to do the better the overall performance. Same for the server when authenticating hits.
I get the “clamping” issue when looking at it from a “global” community point of view.
I just know when on a 60Hz server with all players having 60ms or lower latency, nearly 99% of all hit registration issues don’t exist.
As far as the server side arbitration… The server is still going to authenticate those hits though … correct? Otherwise I see a huge storm coming.
A guy was standing facing away for once, shot him 6 out of my 10 rounds didn’t even make a marker, center mass and all, then the next couple registered and he died