Yes, thank you for looking into this and communicating your efforts and findings publicly. The transparency really is appreciated.
I can recall before the patch that, when I triggered the health gate, I would often have time to reach cover or at least take a few steps, like a "grace period" where I wasn't being shot at. I could have sworn I saw enemies take cover, change cover, reload, and even change targets when I triggered health gate, but you guys--BioWare--are saying that no such AI changes were ever made (nor, upon reading this, would you likely say those AI algorithms existed beyond my mind).
And now I'm reading the health meter does not perfectly reflect the player's current health, that there's a delay, even when hosting? Before the patch, I often experienced issues where enemies' vital statistics would not update at all after I inflicted significant damage (off-host), but the damage was definitely inflicted and seemingly updated correctly upon taking further damage. Is it possible these delays and sync'ing issues could be responsible for the perceived issues with shield and health gating? Were issues such as these addressed in the patch? Any minor coding optimizations that might have improved responsiveness or some such in the patching that perhaps were too minor to make the changelog? What about hardware or software changes on your networking side?
Just a note: perhaps the perception of a gating bug would change if the player's health meter updated without any (aesthetic) delays. Is it possible to set the health meter to a leaner, "debug mode?" If it hasn't been done, it might prove illuminating, or not

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Modifié par ctr2yellowbird, 12 octobre 2012 - 11:52 .