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Health and Shield Gates


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#551
ReverendBeast

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Reizo Ryuu wrote...

DigitalSoulja_ wrote...

I now know for a fact that that this thread is complete horse sh*t. Was just playing as a Kroguard and went from full Heath & Shields to almost dead in one hit from a praetorian. Can we please just fix this problem BW as my fave multiplayer game is becoming less and less fun to play every day..


BW staff commented that the preatorian beam hits multiple times, VERY VERY GODDAMN FAST, it won't care about your gates...learn2play.


Learn2play...  Really who made you the ultimate arbiter on how people should play the game???  Your subjective statement "learn2play" can easily be countered with a smple WHY???  How is your style of play better than anyone elses???

See, it just is more of that elitist BSN mentality coming out again...  You sir/madam are not the one that put out good money to buy the game for me.  So your and BW's opinions on how I choose to play my game have no bearing... Unless you or BW decide to buy or give away the game for free, there is really no point in trying to dictate how I should play the gameImage IPB

Modifié par ReverendBeast, 14 octobre 2012 - 07:37 .


#552
Qui-Gon Glenn

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Reizo Ryuu wrote...
..Did you just insult me?

if he didn't, I will. Your first post to him was the so-special 1337 tool speak of "learn2play".

How 'bout....

grow2

#553
DigitalSoulja_

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Reizo Ryuu wrote...

DigitalSoulja_ wrote...

whatever mush, I know how to play just fine thanks, I can't read every god damn thread on here can I. If that's true then Ok fair enough but we all still now this game has been broken ever since the last dlc. Learn how not to be a dick. 


..Did you just insult me?
And no you clearly don't know how to play just fine, since you failed to realised that the praetorian beam is ...a beam just like the prothean particle rifle; beams do constant damage, it's not rocketscience to figure that out.

And no you don't have to read every "thread", but you can at least make some effort to read a couple of pages in this thread; it's considered good etiquette to not just barge in with your false positive statements which just reset the discussion.


Dude, since when is 22 pages a 'couple'? Learn2count..

However, I dont wanna start a slanging match, my aplogies to everyone if I reset the discussion. I shouldnt come on here to b*tch straight after playing the game and getting wound up.

So OK, for those of us who dont have the time to read the last 20-odd pages could someone sum it up for a 'noob' like me?
Healthgate/Shiledgate - Broken or not? And if its not that, why the hell is Silver feeling like Gold now?
 

Modifié par DigitalSoulja_, 14 octobre 2012 - 07:43 .


#554
Reizo Ryuu

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ReverendBeast wrote...


Learn2play...  Really who made you the ultimate arbiter on how people should play the game???  Your subjective statement "learn2play" can easily be countered with a smple WHY???  How is your style of play better than anyone elses???

See, it just is more of that elitist BSN mentality coming out again...  You sir/madam are not the one that put out good money to buy the game for me.  So your and BW's opinions on how I choose to play my game have no bearing... Unless you or BW decide to buy or give away the game for free, there is really no point in trying to dictate how I should play the gameImage IPB


I never told anyone to play my way, if you read my follow up post you'd see I explained the logic behind figuring out what a beam weapon does; that's what I meant with "learn2play", as in figure out the enemy mechanics, it's not that hard.

But I apologise if I sounded "elitist".

DigitalSoulja_ wrote...

Dude, since when is 22 pages a 'couple'? Learn2count..

However, I dont wanna start a slanging match, my aplogies to everyone if I reset the discussion. I shouldnt come on here to b*tch straight after playing the game and getting wound up. 

So OK, for those of us who dont have the time to read the last 20-odd pages could someone sum it up for a 'noob' like me?
Healthgate/Shiledgate - Broken or not? And if its not that, why the hell is Silver feeling like Gold now?
 


I never said 22 was a couple, what I meant was you could've skimmed through several pages of this thread, like 1, 10, 20 and the last one.

And for your sum up, there were videos posted of so called proof, but those were debunked.
The latest vid had three tests and this was my short analysis of it:

Reizo Ryuu wrote...

I just took it into a video editor, his shield breaks and exactly at 601ms is when the 4th shot hits.

To add some frame data (which is a tad more inaccurate), it takes almost 17 frames, which translates to ~560ms.
Gates are working fine.


And this:

hellgate49698 wrote...

Something is happening as far as why enemies are taking down exposed players much quicker then before.

However I don't think it's a shield gate issue as much as multiple enemies firing at your character at the same time. 

So why is this happening? Stomping is the answer. All the enemy facations are now program to home in on fallen characters to go for the kill, even if they are in the middle of fighting someone else. 

Because of this, even if you revive right away, your character is now being targeted by all the enemies on the field. Which then all shoot at your character at the same time... resulting in instant death and healthing being chewed up like it doesn't exist.

That's got to be the answer. Before, enemies weren't program to stomp on characters that quickly, hence the enemies were futher away, but now they're right next to you to try for finishing them. They also couldn't do as much damage to your characters, because the second you went down, enemies priority change to hunting down the other players.

However, now because of the stomp machanic their objective is to kill down players as quickly as possible, hence the lack of health bar when you try to revive.


Modifié par Reizo Ryuu, 14 octobre 2012 - 07:51 .


#555
Ryu Connor

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cgj wrote...

just sink in your mind that there is NO pause even Bronze is 0.5s


gold is 0.1s .......... 100ms, that is something a human being playing a game cannot measure, even if you were not playing a game and were fully focused on measuring, you couldn't grasp the duration of 0.1s

+ there are many factors you didn't say in your post , like was the shield gate on cooldown, what character were you, what dificulty ecetera


I'm praying this doesn't spawn off some other pedantic debate.  I'm going to point out a small detail.

People are able to see the difference (more precisely the fluidity of motion) between, 30, 60, and 120 fps.  Those values correspond directly to 33.3ms, 16.7ms, and 8.3ms.  The inverse is true as well.  We can see/feel when the FPS tanks.  100ms would be 10 fps, which is stutter city.

100ms is roughly 10% of the total frame rate.  3 frames on consoles, 6 frames for the average PC player, and 12 frames for PC players with 120Hz monitors.

So, yes.  People can see/feel the 100ms gate.

#556
DigitalSoulja_

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Cool.

#557
Reizo Ryuu

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Ryu Connor wrote...

I'm praying this doesn't spawn off some other pedantic debate.  I'm going to point out a small detail.

People are able to see the difference (more precisely the fluidity of motion) between, 30, 60, and 120 fps.  Those values correspond directly to 33.3ms, 16.7ms, and 8.3ms.  The inverse is true as well.  We can see/feel when the FPS tanks.  100ms would be 10 fps, which is stutter city.

100ms is roughly 10% of the total frame rate.  3 frames on consoles, 6 frames for the average PC player, and 12 frames for PC players with 120Hz monitors.

So, yes.  People can see/feel the 100ms gate.


Wrong, the time calculation is independant of frames drawn, if it wasn't it would mess up stat tracking for time played (amongst things); pretty much any well coded game will use system time to calculate things, the actual framerate has no effect on this.

100ms simply is a tenth of a second, the fastest human brains on the planet can't even react at those speeds.

 "Mean RT for college-age individuals is about 160 milliseconds to detect an auditory stimulus, and approximately 190 milliseconds to detect visual stimulus.[2] The mean reaction times for sprinters at the Beijing Olympics were 166 ms for males and 189 ms for females, but in one out of 1,000 starts they can achieve 109 ms and 121 ms, respectively".

Unless you are saying that BSN'ers are faster than olympians and thus, every human being that's ever lived, then no you can't grasp it like CGJ said.

Modifié par Reizo Ryuu, 14 octobre 2012 - 08:04 .


#558
Ryu Connor

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Moving the goal post. Your cite is not relevant.

I didn't say reaction time. I said the fluidity of motion. 30Hz vs 60Hz vs 120Hz isn't a placebo. It can be seen, which means people can see the gates.

You are right that it is impossible for anyone to do a damn thing about it, but again that's a totally different issue.

#559
Cyberfrog81

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Reizo Ryuu wrote...

Ryu Connor wrote...

I'm praying this doesn't spawn off some other pedantic debate.  I'm going to point out a small detail.

People are able to see the difference (more precisely the fluidity of motion) between, 30, 60, and 120 fps.  Those values correspond directly to 33.3ms, 16.7ms, and 8.3ms.  The inverse is true as well.  We can see/feel when the FPS tanks.  100ms would be 10 fps, which is stutter city.

100ms is roughly 10% of the total frame rate.  3 frames on consoles, 6 frames for the average PC player, and 12 frames for PC players with 120Hz monitors.

So, yes.  People can see/feel the 100ms gate.


Wrong, the time calculation is independant of frames drawn, if it wasn't it would mess up stat tracking for time played (amongst things); pretty much any well coded game will use system time to calculate things, the actual framerate has no effect on this.

100ms simply is a tenth of a second, the fastest human brains on the planet can't even react at those speeds.

 "Mean RT for college-age individuals is about 160 milliseconds to detect an auditory stimulus, and approximately 190 milliseconds to detect visual stimulus.[2] The mean reaction times for sprinters at the Beijing Olympics were 166 ms for males and 189 ms for females, but in one out of 1,000 starts they can achieve 109 ms and 121 ms, respectively".

Unless you are saying that BSN'ers are faster than olympians and thus, every human being that's ever lived, then no you can't grasp it like CGJ said.


You're confusing perception (perceiving e.g. a 100 ms long damage immunity) with reaction time. Indeed, you can't react that fast, but that's not what anyone is claiming either.

Modifié par Cyberfrog81, 14 octobre 2012 - 08:16 .


#560
Reizo Ryuu

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No I'm not, the quote clearly says:
"and approximately 190 milliseconds to detect visual stimulus".
Or in other words, anything around 100ms (and below 190ms) will not be detected before it's long past. You can not detect the 100ms gate if you are under rapid fire until it has passed and you died, you just can't.

Modifié par Reizo Ryuu, 14 octobre 2012 - 08:22 .


#561
Ryu Connor

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You're applying selective reading to that quote. The context for it is quite clear and it isn't about perception, it's about reaction.

It also doesn't refute the empirical reality that people can see the difference between even 30fps and 20, which is 33.3ms and 50ms respectively and those are relatively huge numbers as compared to people being able to see the 8.3ms of 120Hz.

In short what I'm stating is also a fact.

It's not a hard mystery to resolve the issue of this non-conflict of data.

Inside the second: A new look at game benchmarking

Modifié par Ryu Connor, 14 octobre 2012 - 09:06 .


#562
Chaoswind

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Problem is people don't react when a gate breaks, we react as soon as we notice we are taking damage with is good damn long before we are usually dropped dead.

Is simple now we are dying in T minus 1 second, it has nothing to do with goddamn Shield or Health gates, and everything to do with perception, the visuals don't show us taking damage until is way too late, some would call it lag, but I call it the curse of the vanguard glitch, because the only way to fix the Vanguard glitch was for the Host to completely take over Calculations, while everyone else simulates the visuals with results in the Host telling me I took a warp to the face even though there the warp isn't actually appearing in my screen or there is a huge wall in the way.

I agree that Shield Gate is working as intended and Health seems to be broken or enemies have a damage bonus on our health (Health and Shields of equal value and Shield last almost twice as long under the same amount of damage)

The issues are simple:

The biggest problem are the visuals and perception, the Host is telling us we are taking damage even though we are strafing and dodging everything on our screen, the simple reality is that lag is MUCH MUCH more deadly and we can't even notice it because we are emulating the game in what appears to be a 0 lag environment even though we are lagging like ****es.

As proof to that, i suggest everyone to try to Solo some matches, you will have some issues with Health being almost useless, but other than that you won't drop dead after 1 second because the Host said so (because you are the Host).

The second issue is that health is almost useless; once your shields are down your health will be dropped 50% faster than shields of the same value at the very least, this shouldn't be the case and should be actually the other way around.

Those are the issues, no broken Health gates or Shield gates, just enemies doing more damage to health for some reason and players getting from full shields to dead in 1 second (because all the damage you dodged was only simulated, while the Host yells screw you and kills you).

#563
Niran

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Well i did a Shield Gate test just out of curiousity. On Bronze so i can be sure that enemies hit me in time.

Shieldgate as far as i can tell works , it can be clearly seen that there were a few hits i´ve completely absorbed

Modifié par Niran, 14 octobre 2012 - 08:59 .


#564
Reizo Ryuu

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@Ryu Conner
I never refuted that, in fact I already adressed that.
But to make it more clear, the mechanics behind the game will not care about the fps.
The gate will be 100ms real-time at 1-100fps, this isn't a debate of whether or not you can see the difference in frames, it's about the unchanging 100ms no matter the situation.

So again, 0.1 seconds of gating is imperceptable (regardless of framerate) under rapid-fire.

Modifié par Reizo Ryuu, 14 octobre 2012 - 09:09 .


#565
JaimasOfRaxis

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I don't know if it's the gates, but enemies are sure as hell doing more health damage now, to the point where I've seen Vorcha wipe on Silver.

That..... Didn't happen before retalation. Not without Synckills being involved.

#566
Fox-snipe

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Chaoswind wrote...

The issues are simple:

The biggest problem are the visuals and perception, the Host is telling us we are taking damage even though we are strafing and dodging everything on our screen, the simple reality is that lag is MUCH MUCH more deadly and we can't even notice it because we are emulating the game in what appears to be a 0 lag environment even though we are lagging like ****es.

As proof to that, i suggest everyone to try to Solo some matches, you will have some issues with Health being almost useless, but other than that you won't drop dead after 1 second because the Host said so (because you are the Host).


There are numerous people who are seeing the same inconsistencies when doing a solo match or as host themselves.  So even if the gates are working (though it doesn't appear to be 100% of the time) the same visual lag is present when it comes to shields being hit.  The more I look at shields & health the more I wonder why Health drops off in chunks while shields do their decreasing animation.  An odd disparity and probably in part the issue.

Health does seem less resilient compared to shields.  That may be a very large part of the perceived quick deaths, though I'm still no sold on the gates working 100% as intended (or rather, as they used to pre-patch).

#567
Takeyama

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This is very much appreciated information, but do you happen to know what might be getting done about the cover glitch? I don't know if it's only on the 360, but I've been playing all day today, and I can't stay in cover, no matter how many times I press A, from standing or running, or any map, with any character. This is very recent though, as the last time I played, it wasn't doing this. Also, I don't know if it's just lag, but sometimes the game doesn't recognize my pressing the A button to revive others either. (not in the middle of a reload)

#568
Ryu Connor

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You're right that the mechanic is unlikely to be synched to the frame, but the frames are so much faster than the overall time of immunity that it is inevitable that the effect will be calculated within one of the frames. As the frames are arriving many times faster than the total time of the immunity.

Losing a frame of the visible immunity isn't that big a deal. For example say the immunity was triggered during an existing 33.3ms frame, the player would only see the two frames of immunity. That's still 50ms or 20fps, which is completely perceptible by a human.

On PC this is even less of an issue. As losing one of six or even tweleve frames is still a bunch of frames.

I'd also note that this doesn't refute that peoples perception about the issue is wrong. That is an entirely different argument. One for which I believe some clever application of the Bioware collected statistical data might help sort out.

My statement remains very, very narrow. The immunity can be seen/felt.  Full stop.  No additional insinuations or implications.

Modifié par Ryu Connor, 14 octobre 2012 - 09:28 .


#569
cgj

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put the player (full health and shield) under a constant stream of fire (like a beam)
which means at any given time the player receive a hit

let this play until the player dies and try to notice the 0.1 shield gate and then the 0.1 health gate

if you focus really hard on it, and replay it a few times, you might see the 0.1 delay
if you're playing the game normally you won't notice it

that' s basically what i was telling the other player, and that's what matters

in theory you might be able to see and/or feel something that last for 0.1
IRL while you re focused on many other things at the same time, no you can't

Modifié par cgj, 14 octobre 2012 - 09:56 .


#570
anddill

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Ok, this was weird...

Played some matches today and all was back to normal. Just an hour ago i joined an lobby and we played some silver rounds together. Lobby was set to collectors. We did fine. I used one missile (was lazy), no gels, no packs, normal revives in wave 6 and up.
Next round, again against collectors was a mess. we were constantly down, starting with wave 2. In wave 3 the first player bleeded out after 5 or 6 revives, then the third who was reviving joined the hack.
One shot from a Scion took me down from full healt + shields to healthgate, next mook downed me immediately. Not once, and not only me. Only rockets saved the day.
We did an partial extraction with around 4 gels and rockets used per player.
Then the host switched to random enemy, and we got Geth. Match went totally normal - for an match against this stunlockig ... ****.

#571
Nylon Angel

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My observations from playing the last few days. Off host.

From full health and shields, sudden death.

Running along with health and shields, sudden death, dragged back to the position the computer calculated I died.

Running along with health and shields, sudden death, dragged back to the position the computer calculated I died to find I have already been stomped.

Taking fire, take cover, drop dead behind cover while taking no fire.

Taking fire, kill mook, no other mook around, sudden death from bullets mook fired before death.

Mook kills me, mook is killed by team mate, revived, taking damage from dead mooks bullets after being revived (no other mook around), sometimes die.

No shields, low health, taking fire, use Ops Survival Pack, doesn't work, die but Ops Survival Pack is still used.

No shields, low health, taking fire, use Ops Survival Pack, HUD shows full health and shields, sudden death, Ops Survival Pack is shown as used.

Being swarmed, rocket area, all mooks dead, taking no fire, die.

Die, wait for teammate to revive me, see mook enter area to stomp me, use medigel to revive before being stomped, mash button to no avail, stomped, sometimes medigel still used.

Die, wait for teammate to revive me, invisible stomp.

Die, use medigel, invisible stomp, no revive, sometimes medigel still used.

Die, wait for teammate to revive me, timer getting close to end, use medigel, no revive, sometimes medigel still used.


I'm used to playing with lag, by the end of wave one I usually have an idea of how to adjust my play style to take in to account the time difference. Now, I don't even get a chance to react to damage taken and take action, one second all is fine, the next I'm dead.

Either the damage taken is not being shown on the HUD or my computer is catching up with the damage taken in batches (supplied by host computer) and applying them all at once or something like that. Sudden death by mooks from full shields and health never used to happen.

Untill this problem is resolved, either it being some unintended new lag glitch to resolve the Vanguard glitch, or some glitch with the shield gates etc, whatever, could Bioware please tweak the stomping mechanic to give us a fair and reasonable chance under the current circumstances.

Modifié par Nylon Angel, 14 octobre 2012 - 10:06 .


#572
Anagorrax

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Nylon Angel wrote...

My observations from playing the last few days. Off host.

From full health and shields, sudden death.

Running along with health and shields, sudden death, dragged back to the position the computer calculated I died.

Running along with health and shields, sudden death, dragged back to the position the computer calculated I died to find I have already been stomped.

Taking fire, take cover, drop dead behind cover while taking no fire.

Taking fire, kill mook, no other mook around, sudden death from bullets mook fired before death.

Mook kills me, mook is killed by team mate, revived, taking damage from dead mooks bullets after being revived (no other mook around), sometimes die.

No shields, low health, taking fire, use Ops Survival Pack, doesn't work, die but Ops Survival Pack is still used.

No shields, low health, taking fire, use Ops Survival Pack, HUD shows full health and shields, sudden death, Ops Survival Pack is shown as used.

Being swarmed, rocket area, all mooks dead, taking no fire, die.

Die, wait for teammate to revive me, see mook enter area to stomp me, use medigel to revive before being stomped, mash button to no avail, stomped, sometimes medigel still used.

Die, wait for teammate to revive me, invisible stomp.

Die, use medigel, invisible stomp, no revive, sometimes medigel still used.

Die, wait for teammate to revive me, timer getting close to end, use medigel, no revive, sometimes medigel still used.


I'm used to playing with lag, by the end of wave one I usually have an idea of how to adjust my play style to take in to account the time difference. Now, I don't even get a chance to react to damage taken and take action, one second all is fine, the next I'm dead.

Either the damage taken is not being shown on the HUD or my computer is catching up with the damage taken in batches (supplied by host computer) and applying them all at once or something like that. Sudden death by mooks from full shields and health never used to happen.

Untill this problem is resolved, either it being some unintended new lag glitch to resolve the Vanguard glitch, or some glitch with the shield gates etc, whatever, could Bioware please tweak the stomping mechanic to give us a fair and reasonable chance under the current circumstances.


This. I don't believe its down to buggy shield gates anymore, having played more games today and trying to be more observant I think its a lag issue with the hosts. Basically, host side you are already dead and then because of lag it catches up with you  and blam you just seem to drop dead. During one game today I particularly recall seeing a lot of mobs appearing in one place and then seeming to be in 2 places at once and then also being a good few metres and away and then suddenly up in my face. On thinking about this there also seem to have been a number of occasions where I had a clean had shot on something but the mob didn't go down at all, like it wasn't there.

#573
MinatheBrat

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Anagorrax wrote...

Nylon Angel wrote...

My observations from playing the last few days. Off host.

From full health and shields, sudden death.

Running along with health and shields, sudden death, dragged back to the position the computer calculated I died.

Running along with health and shields, sudden death, dragged back to the position the computer calculated I died to find I have already been stomped.

Taking fire, take cover, drop dead behind cover while taking no fire.

Taking fire, kill mook, no other mook around, sudden death from bullets mook fired before death.

Mook kills me, mook is killed by team mate, revived, taking damage from dead mooks bullets after being revived (no other mook around), sometimes die.

No shields, low health, taking fire, use Ops Survival Pack, doesn't work, die but Ops Survival Pack is still used.

No shields, low health, taking fire, use Ops Survival Pack, HUD shows full health and shields, sudden death, Ops Survival Pack is shown as used.

Being swarmed, rocket area, all mooks dead, taking no fire, die.

Die, wait for teammate to revive me, see mook enter area to stomp me, use medigel to revive before being stomped, mash button to no avail, stomped, sometimes medigel still used.

Die, wait for teammate to revive me, invisible stomp.

Die, use medigel, invisible stomp, no revive, sometimes medigel still used.

Die, wait for teammate to revive me, timer getting close to end, use medigel, no revive, sometimes medigel still used.


I'm used to playing with lag, by the end of wave one I usually have an idea of how to adjust my play style to take in to account the time difference. Now, I don't even get a chance to react to damage taken and take action, one second all is fine, the next I'm dead.

Either the damage taken is not being shown on the HUD or my computer is catching up with the damage taken in batches (supplied by host computer) and applying them all at once or something like that. Sudden death by mooks from full shields and health never used to happen.

Untill this problem is resolved, either it being some unintended new lag glitch to resolve the Vanguard glitch, or some glitch with the shield gates etc, whatever, could Bioware please tweak the stomping mechanic to give us a fair and reasonable chance under the current circumstances.


This. I don't believe its down to buggy shield gates anymore, having played more games today and trying to be more observant I think its a lag issue with the hosts. Basically, host side you are already dead and then because of lag it catches up with you  and blam you just seem to drop dead. During one game today I particularly recall seeing a lot of mobs appearing in one place and then seeming to be in 2 places at once and then also being a good few metres and away and then suddenly up in my face. On thinking about this there also seem to have been a number of occasions where I had a clean had shot on something but the mob didn't go down at all, like it wasn't there.


This is making more sense. Like why my primed biotic explosions wouldn't go off. Sync-killed and no-one saw it, myself included. I've experienced pretty much everything Nylon Angel experienced last night including the use a missle -kill everything-and then drop dead from nothing. I thought that was brilliant. And it's been a long time since I've used a medi-gel, lost the gel and just didn't get up. That was an unwanted blast from the past...just like getting a Human Sentinel training cards in my premium spectre pack...O.o

#574
UpirNoir

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You know what. I now am more convinced than ever, that these issues are related to lag and the new way the damage is handled (more hostside) as a result of the Vanguard fix. What leads me to this belief ?

I just played a Gold game off host with my Asari Vanguard. The connection probably was not the best, because when I threw a Lift nade, there was a considerable delay between the animation and the grenade actually appearing. Now comes my point.

There also was a big delay between me shooting and the damage actually registering. That was obvious because I used a Claymore, so no fast firing rate. And everytime I shot the boomstick, it would really take a while until the enemy took the damage. There were point where I was like "How the f*ck did I miss that shot", and I was already in the middle of the reload animation when suddenly the enemies would dropped dead and the kill was registered in the killfeed.

This also worked the other way round. One time was very significant for me. I come around a corner and saw a Geth Prime, accompanied by a drone. I shot my Claymore and ran around the corner again, not to be shot at and/or staggered, especially because I was low on health and shields were gone. And I was clearly around the corner, there was no way I could have been hit, when I got a stagger animation, like being hit by the drone rocket, and droped dead. It said I was killed by the drone in the killfeed. But there was no way, that thing could have hit me, and in fact I didn't see anything hit me at all.

Now my theory is, that the host calculated me being hit by the drone, while I was still facing the Prime, and due to the lag, it communicated to my side with a delay, and so it seemed to me, like I was out of danger already and didn't get hit by anything. This was especially obvious this time, because of the bad connection. But even if there is a good connection, there is always a slight delay, and this might cause the perception, that we die completely out of the blue, and it makes it harder, to react to threads appropriately.

Another indicator for this is, that I too noticed that sometimes, when I die, my body gets dragged back to the place where the host already registered my death. And sometimes even worse, getting dragged back, only to find that I already got executed by something.

All of this would not explain, what people see and experience on host, though that might in fact be a case of confirmation bias paired with the new enemies and enemy tactics we are not used to (yet). And the enemies definitly seem to act more aggressive and seem to get spawned behind and close to you much more often. That way, at least I get the sense that no matter where you run to, there are always enemies waiting for you already. I am only speculating here, but this would make sense. And seeing, how a lot of people have serious connection issues recently, all of this gets exaggerated by Server problems maybe.

/Edited to make it less of a wall of text

Modifié par UpirNoir, 14 octobre 2012 - 11:23 .


#575
Nylon Angel

Nylon Angel
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The other weird thing that has happened a few times, which I don't mind.

Phantom sword to the chest, sync killed, no timer for a second or so then get the timer.

I think the host computer has over riden the Phantom sync kill with the fact I was killed by other mooks before the Phantom killed me. Happened with the Praetorian a few times too.

Not a glitch I mind too much but could be a symptom of the overall problem.