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Health and Shield Gates


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#376
MP-Ryan

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Skullheart wrote...

Video just uploaded to youtube.

You can see that I died while the "shield gate" was still active. My shields took no damage, instead of having the 0.1 sec of inmortality my health took all the damage.

And the health gate was nonexistent.

Link.

I died in less than 0.1 secs, instead of 0.2 or more.


Your health has dropped to the gate even as the shiled is still showing a gate.  That is messed up, but I feel like that is exactly what's happening to all of us.

#377
UpirNoir

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Kenadian wrote...

UpirNoir wrote...

Chris Schanche wrote...

There's a lot of conflicting information in this thread, some people seem to think it's health gate only, some both, some that there isn't an issue and some that there is. We're still keeping an eye on all cases as we play this weekend, but as I've said before, I ran checks against this without this patch, then without the previous patch, then without the patch before that, and the gate timer was the same across the board.

We're not dismissing these concerns, but Eric spent a lot of time going through everything we changed in this patch that could have touched this and couldn't find anything, and I still can't see any evidence that these gates don't work the way they do before the patch.

We greatly appreciate your continued effort on this matter. Maybe the gates are not the issue (as your research suggests) but something different. Do the rapidfire mooks maybe hit more accurate now than before ?


Or is it perhaps that rapid fire mooks somehow are getting around the gates?

Yeah I thought about that one as well. Maybe the gate affects only the first dmg that hits after it triggers, which on rapidfire mooks would only block the first of a spray of bullets (Especially if there is more than one firing at you)? I don't now...

Modifié par UpirNoir, 13 octobre 2012 - 05:53 .


#378
N7-RedFox

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Skullheart wrote...

Just did a video

The shields gate "exists". But instead of takig no damage, our health takes all the damage instead of the shields. Just watch the video.

Gold shield/health gate test.


Yup health definately disappeared before the shield/shieldgate did.

#379
PyroByte

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At least for me the problems started with the DLC release. With only the patch installed everything was as usual but now with the DLC every class feels fragile and inconsistent concerning the ability to withstand damage.

#380
sankakujime

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Do enemies now have ammo powers they didn't have? When people say they didn't see an enemy, maybe he had drill rounds. Phasic rounds would ignore the shield, etc...

#381
Anagorrax

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Khranitel wrote...

Reizo Ryuu wrote...

check this video:

@ 2m50s you can clearly hear the shield breaking and a fraction later he's dead, on gold...before the dlc...and before the patch.

Now I understand why you keep claiming that everything is OK in virtually every topic about gates problem. Because you're just slow.
That "fraction" lasts about 0,8 - 0,9 seconds. Compare this with Glacier Gold Reapers test video.
But you wouldn't do this, don't you?

Another fresh video:
www.youtube.com/watch
22:48. Wam Bam Thank you Mom!



This, just look at that, health and shields down at the same time! 
EDIT:

Actually if you track back and forth slowly you can see that his health is gone before his shields display is gone. It looks like the shield gate didn't trigger only the health gate did. Seriously  pause the video and track back over it with the arrow keys and you can see quite clearly what happens.

Modifié par Anagorrax, 13 octobre 2012 - 06:13 .


#382
WRCousCous

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Qui-Gon Glenn wrote...

WRCousCous wrote...
What I said...


I never stopped playing, and my friends didn't either. We play together, before and after. I will value my own and their opinion far more than most.

Yes, reapers are the least different... no new enemy to completely reevaluate your tactics. You failed to mention the Collectors tho, CousCous.

Returning rusty players do not affect my solo matches. The difference is as apparent, or moreso, in a solo run. Glad you think the Bioware testers are legit... I put my faith in peddroemlz.


Didn't mean to step on your feelers. I'm not claiming anything other than that playing against the only non-changed, non-new faction doesn't FEEL different to ME. You can't compare pre-patch or pre-DLC Collectors to post-etc., for fairly obvious reasons. I would love for peddro to do some memory hack testing on this, but haven't seen it yet. 

#383
UpirNoir

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Anagorrax wrote...

Khranitel wrote...

Reizo Ryuu wrote...

check this video:

@ 2m50s you can clearly hear the shield breaking and a fraction later he's dead, on gold...before the dlc...and before the patch.

Now I understand why you keep claiming that everything is OK in virtually every topic about gates problem. Because you're just slow.
That "fraction" lasts about 0,8 - 0,9 seconds. Compare this with Glacier Gold Reapers test video.
But you wouldn't do this, don't you?

Another fresh video:
www.youtube.com/watch
22:48. Wam Bam Thank you Mom!



This, just look at that, health and shields down at the same time!

That has been addresses before. Appearently there is a delay with the shieldmeter. So the gate can already be broken even when the shieldmeter is still going down. You have to whatch the animation and soundeffect of the shield actually breaking. But that's just a sidenote so we don't confuse different cases

#384
taplonaplo

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Well, seeing how in my own test i only survived a 12 bullet marauder burst by health gate, i don't see the problem with dropping in under a sec versus several troopers.

Is Cyonan's enemy damage chart accurate? My 500 shields got taken out in 6 bullets which should not be a case against a gold marauder.

Modifié par taplonaplo, 13 octobre 2012 - 06:51 .


#385
Oz not Ozzy

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Eric Fagnan wrote...

frozzted wrote...

Eric, does this have any relation to using an OPS pack and still dying anyway?


I believe that is a seperate issue and is related to dying on the host before your input gets there.

I beg to differ... it happens to me when I'm hosting... even when playing solo.

#386
Shampoohorn

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Is it possible for people to uninstall the patch? If so, it would be a simple matter for the people who think there's a change to make a 30 second solo vid before and after applying a patch.

This all might come down to how the new death camera changes the 'look' of a player death.

#387
Qui-Gon Glenn

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Are the testers doing there testing on LAN inside the office? With minimal/near perfect lag/latency?

I would like to know if testing is being done... internationally, ie teaming up Bioware Edmonton and Austin testers perhaps. This game is international, and loooooong pings affect the players of this game greatly; I am curious to see if the testers intentionally subject themselves to the same playing conditions as the majority of their player-base or if they test only in lab perfect conditions.

I have been a beta-tester. When I started testing, I didn't have a clue what to look for... I would not have thought to test every power against every enemy in every difficulty back then. The current testing crew obviously is hitting about my rookie average, as they certainly did not test Shadow Strike against all enemies in all conditions, as the admitted bug on Atlas' proves. I notice issues with SS against Scions as well, and it is generally less useable than pre-patch; mostlikely an issue of how the host PC now handles all the logic for that stuff (biotic charge, etc).

Breaking abilities to fix things.

#388
Shampoohorn

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Qui-Gon Glenn wrote...

Are the testers doing there testing on LAN inside the office? With minimal/near perfect lag/latency?

I would like to know if testing is being done... internationally, ie teaming up Bioware Edmonton and Austin testers perhaps. This game is international, and loooooong pings affect the players of this game greatly; I am curious to see if the testers intentionally subject themselves to the same playing conditions as the majority of their player-base or if they test only in lab perfect conditions.

I have been a beta-tester. When I started testing, I didn't have a clue what to look for... I would not have thought to test every power against every enemy in every difficulty back then. The current testing crew obviously is hitting about my rookie average, as they certainly did not test Shadow Strike against all enemies in all conditions, as the admitted bug on Atlas' proves. I notice issues with SS against Scions as well, and it is generally less useable than pre-patch; mostlikely an issue of how the host PC now handles all the logic for that stuff (biotic charge, etc).

Breaking abilities to fix things.


People are posting videos as host.  So latency isn't influencing their perception.

Plus, devs are playing at home this weekend and not noticing anything odd.

So it's unlikely that what people are seeing is just ping related.

#389
Nitrocuban

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Bioware will see if players die more often from the game feedback function.
So if there is a problem they will see it sooner or later.

#390
Kristen Schanche

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Qui-Gon Glenn wrote...

Are the testers doing there testing on LAN inside the office? With minimal/near perfect lag/latency?

I would like to know if testing is being done... internationally, ie teaming up Bioware Edmonton and Austin testers perhaps. This game is international, and loooooong pings affect the players of this game greatly; I am curious to see if the testers intentionally subject themselves to the same playing conditions as the majority of their player-base or if they test only in lab perfect conditions.

I have been a beta-tester. When I started testing, I didn't have a clue what to look for... I would not have thought to test every power against every enemy in every difficulty back then. The current testing crew obviously is hitting about my rookie average, as they certainly did not test Shadow Strike against all enemies in all conditions, as the admitted bug on Atlas' proves. I notice issues with SS against Scions as well, and it is generally less useable than pre-patch; mostlikely an issue of how the host PC now handles all the logic for that stuff (biotic charge, etc).

Breaking abilities to fix things.


Everything that is reasonable to test within the available time constraints is tested.  This does mean that sometimes things are missed.  The Shadow Strike issue you bring up was caused by a last miniute emergency fix that did not have time for a full QA pass after implementation.  These kinds of things happen during development and they are unfortuante, but rarely reflect on the abilities of the QA teams.

I'm going to reiterate for the last time in this thread, a very large number of users experienceing this issue are reporting it as a host issue, that is not latency or lag related.  While we do run latency checks as well, the reports coming from players suggest we should be able to see this across the board.

Modifié par Chris Schanche, 13 octobre 2012 - 07:54 .


#391
The Big Palooka

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Shampoohorn wrote...


Is it possible for people to uninstall the patch? If so, it would be a simple matter for the people who think there's a change to make a 30 second solo vid before and after applying a patch.

This all might come down to how the new death camera changes the 'look' of a player death.


Wondering about this too.

#392
Siegdrifa

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Eric Fagnan wrote...

PyroByte wrote...

UpirNoir wrote...

Eric Fagnan wrote...

ZombieGambit wrote...

How do you explain this vid?

If you look closely there is absolutely no period of invulnerability from either health or shield gate and his health is already below half while he has a sliver of shields.

Does that mechanic only protect against one hit kills from massive damage single shot attacks or something?


What difficulty is the video? And were you host or client?

It is Gold difficulty and the person doing this video was hosting (soloing for demonstration purposes) (At least that is how I remember the guy describing it when he first postet it)

Maybe someone could do another quick demo video just so that we don't have to rely on hearsay information about it. I would do it, but I'm having trouble connecting right now (Not that that would be anything new)


I just created a lobby with the same setup (Glacier/Reaper/Gold) and a Husk managed to damage my health while I still had 5% or more shield remaining.

Image IPB




This is the way our shield and health bars are represented visually. There is a delay between the damage value and the way the bar is drawn.


Hi, i didn't post yet since the released DLC, but i'm one of these guy that find the game a lot harder since the new DLC.
Here is my personal story in short; i have more than 150h of ME3 MP since release; every new DLC added, i didn't notice change in the main player health / shield mechanic (so i never made complain until today).
I farmed about 1 million credits in Gold PUG the week-end before the new DLC release (until release time) and everything was fine, i had only 1 wipe due to one 1 game with 3 very unexperienced players at the same time (and i'm not good enough to carry 3 always diyng fellow).

When released and intsalled, i got butchered; i had to use all my consumable between wave 3 and 5, while before i used about half in a hard game and generaly less.
When i was dyng, it was exactly as the video showed. (i wasn't the host; and it wasn't the same maps). Got the problem with my Shadow ( also dragoon ignore TC ?), then i tried with my GE with a healing turet... a 6/6/6/6/0 ... it was even worst, got killed in in blink of an eye (i really mean it as i had low shield due to hunter mod and my usual shield gate didn't seemed to be working).

Did i get badder in 5 minutes ? i was playng even while waiting the release time and the game seemed a lot harder right after that (it was like a cold shower).

So i decided to go back to silver to "relearn" the new things and with my GE to check the health / shield problem. I'm not sure it occured but i was extra carefull (thanks hunter mod), scored 135k at wave 9 against geth (i had no fun, i was mad from my previous bucthered gold games), got shoted down only once and crashed at the end of wave 10 (>_<  !!!)... go to BSN and see other players with the same problem on gold; started a new Skyrim game.

Modifié par Siegdrifa, 13 octobre 2012 - 08:15 .


#393
Lord Rosario

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Eric Fagnan wrote...
There is also a cooldown on both gate mechanics, preventing you from becoming invulnerable too often. You can only get the benefits of the shield gate once every 4 seconds, and once every 3 seconds for the health gate.


Just had a thought. If it was always like that, then how was there ever a way for Vorcha to become invulnerable?

#394
Tonymac

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I think its a darned cool idea!

#395
stjabr

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To be honest, whether this is actually the problem we're all experiencing or not, I'm just pleased and grateful to both Eric and Chris for looking into to the matter for us, because something definitely feels different.

So thanks guys!

#396
Dunvi

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Agree with stjabr. I know that it must be frustrating to have 16 pages of bsn insisting that you're wrong, and hope that either you find something, or we get over ourselves soon...

I do have one more question, though - was there any sort of general performance improvement in the patch?

I've noticed that games off-host feel more like games that I host - which is to say that before the patch, I often noticed that when I hosted, teams went down fast and hard, and I would basically have to drag them to extraction on usually easy difficulties. There was a long thread a few weeks back potentially tying some amount of the AI's quality to the quality of the hosting computer. I wasn't convinced by the thread, but I haven't thrown out the possibility either. Did you guys ever look into that?

Modifié par Dunvi, 13 octobre 2012 - 08:45 .


#397
N7-RedFox

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So i was just playing Platinum on Glacier vs Cerberus and an Atlas shot me once. I lost 3 bars of health but I still had a fifth of my shields up. Care to explain this to me Bioware?

FYI, i was hosting too.

P.S. Why do Atlas' not flinch anymore when i blast its shields off?

#398
stjabr

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Eric, Chris, and everyone else, I just had a thought:

I have a theory not based on technical mechanics mysteriously changing, just people's experiences, which I think could potentially explain all this:

How are people faring against Reapers since the DLC?

I ask because they are the one faction that have not changed (or been added). Cerberus play quite differently/aggressively with the new Dragoon, Geth force you out of cover with the new Bomber, and Collectors are, well, Collectors.

My point is - is it possible that the game has actually just become tougher specifically against these 3 factions due to new enemies/mechanics exclusive to them, not things like shield/health gates? As Reapers have not been changed, and background game mechanics have also not been changed, if Reapers still feel the same to play against as pre-DLC wouldn't that prove the problem is with the enemies specifically, and not mechanics?

I'm going to take an educated guess that most people have generally chosen the newer/updated factions to play in preference over the Reapers, for that exact reason - they're new. That means that even if people are playing random games, 75% of all games being played are against "new" opponents, which means the majority could potentially be experiencing an increase in difficulty that is perceived as something like the gates issue, when it's actually just the enemies themselves.


Just my little theory, consistent with my own experience at least.

#399
Big Bad

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stjabr wrote...

Eric, Chris, and everyone else, I just had a thought:

I have a theory not based on technical mechanics mysteriously changing, just people's experiences, which I think could potentially explain all this:

How are people faring against Reapers since the DLC?

I ask because they are the one faction that have not changed (or been added). Cerberus play quite differently/aggressively with the new Dragoon, Geth force you out of cover with the new Bomber, and Collectors are, well, Collectors.

My point is - is it possible that the game has actually just become tougher specifically against these 3 factions due to new enemies/mechanics exclusive to them, not things like shield/health gates? As Reapers have not been changed, and background game mechanics have also not been changed, if Reapers still feel the same to play against as pre-DLC wouldn't that prove the problem is with the enemies specifically, and not mechanics?

I'm going to take an educated guess that most people have generally chosen the newer/updated factions to play in preference over the Reapers, for that exact reason - they're new. That means that even if people are playing random games, 75% of all games being played are against "new" opponents, which means the majority could potentially be experiencing an increase in difficulty that is perceived as something like the gates issue, when it's actually just the enemies themselves.


Just my little theory, consistent with my own experience at least.


If you take a moment to read this thread and other "gate"-related threads, you'll see that many people are having the same issues on reaper matches, not just the other three.

#400
SnakeEyes

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I certainly noticed that I died a lot less while hosting last night (6 or so games), so the issues around dying a lot more are definitely related to Hosting/Lag issues. It's just so goddamn infuriating that this was certainly not happening before the Patch and DLC.