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Collectors are bugged - confirmed by bioware


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#226
MrScottBear

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Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.


Certain PC players aparently found a way to poke the game and figure out exactly how much damage is actually done to the enemy.  I play on Xbox, so I've no clue as to how they do this, but this is worth looking into.

#227
Brenon Holmes

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Jack Crapper wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.

Thank you for responding, but the OP is claiming that this is the case whether possessed or not.


I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).

I'll follow up with QA and see what we can see. :happy:

#228
Brenon Holmes

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MrScottBear wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.


Certain PC players aparently found a way to poke the game and figure out exactly how much damage is actually done to the enemy.  I play on Xbox, so I've no clue as to how they do this, but this is worth looking into.


There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:

#229
YapperFlapper

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Brenon Holmes wrote...

<snip>

I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).

I'll follow up with QA and see what we can see. :happy:


I've played a Krogan Sentinel with 45% DR Tech armor active, full fitness, and lost all 1850 shields to a single Scion shot...on Bronze.  I don't recall a single Ravager shot on Bronze doing that.  Thanks for looking into it!

Modifié par YapperFlapper, 23 octobre 2012 - 05:23 .


#230
Ramsutin

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Brenon Holmes wrote...

There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:


IIRC they can see the information usually stored in RAM for seconds (now obviously for much larger timeperiod) so they can see the exact ammount of health left. You should contact peddrelmz too, he usually tests these kind of stuff.

Modifié par Ramsutin, 23 octobre 2012 - 05:31 .


#231
Josh.de

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YapperFlapper wrote...

Brenon Holmes wrote...

<snip>

I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).

I'll follow up with QA and see what we can see. :happy:


I've played a Krogan Sentinel with 45% DR Tech armor active, full fitness, and lost all 1850 shields to a single Scion shot...on Bronze.  I don't recall a single Ravager shot on Bronze doing that.  Thanks for looking into it!


Scion and Pretorian shots are total BS on any level right now.
Unless BioWare lowers them to "ravager-damage-levels" - it´s not worth to play anymore, not even mentioning the cheap Dragoons.
Great DLC, total bullsht enemy buffs and enemy unit additions, not sure if BioWare did it intentionally to see how many players will quit playing?!

What about reporting BioWare to EA as cheaters as how they harrass tenthousands of players with their continously enemies buffing, weapon nerfs, maybe the team at BioWare that is responsible for geth and cerberus buffs will get banned permanently, avoiding that they ever will put a single finger on any enemy buff again!

Right now there are 511109 players in ME3 mp on PC, how can BioWare "think" that when less than 0,5% of all platforms together reading anything here have any opinion at all?

The different people actually posting (I count only the last 2 months) in the ME3 MP forum from all platforms together are less than 0,06% of all people on all platforms playing MP in the last 2 month, how the DUCK can they give these few peepkins so much priority to their opinions, that alone on the PC MP at least 200000 players get *ucked up by their decisions.

Not approved.

Modifié par Josh.de, 23 octobre 2012 - 05:45 .


#232
corlist

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Brenon Holmes wrote...

There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:


I can most definitely detail the methodology used in these tests... provided it doesn't come with a banhammer - hopefully.

#233
Fawx9

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Brenon Holmes wrote...

Jack Crapper wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.

Thank you for responding, but the OP is claiming that this is the case whether possessed or not.


I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).

I'll follow up with QA and see what we can see. :happy:


Unless Scions are supposed to healthgate krogan on bronze I don't see how they are anywhere near Ravagers.

#234
YapperFlapper

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Just doing some quick math, and corlist's damage listed for Bronze Scion shot works with my experience. 45% DR Tech Armor (effectively 33.75%) would mean taking 1855 damage from a single shot (2800 * 0.6625).

#235
SOMETHING_FOR_NOTHING

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Brenon Holmes wrote...

MrScottBear wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.


Certain PC players aparently found a way to poke the game and figure out exactly how much damage is actually done to the enemy.  I play on Xbox, so I've no clue as to how they do this, but this is worth looking into.


There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:


WHY CANT we just see damage numbers fly up? like a RPG games

#236
Shampoohorn

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Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests...  snip


Brenon, if you've never checked out peddroelmz's thread, then you'll shortly be quite impressed with his efforts (along with corrlist, tyhw, Cyonan and a few others) sluething out damage and similar values.

And here's a brief description of the methodology from an older thread.

Modifié par Shampoohorn, 23 octobre 2012 - 05:59 .


#237
Heggy

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From what I've been told before, the damage values are extracted from specific memory locations. I believe peddroelmz has given significant data to Eric Fagnan without repercussion. I don't see how a ban would result, there is no gameplay advantage to extracting the data.

Edit: I see I've been ninja'd with a response to me. :P

Modifié par Heggy, 23 octobre 2012 - 05:44 .


#238
Shampoohorn

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ninja'd!!!!!!  :ph34r:

Modifié par Shampoohorn, 23 octobre 2012 - 05:48 .


#239
Cyonan

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Brenon Holmes wrote...

There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:


Assuming that they did the same thing me and Peddroelmz do for our testing, we have software that can read all memory locations tied to a process(in this case, ME3.exe).

After we find where our client is storing the value for our "test subjects" health we set up a breakpoint on that memory location that runs a script to output the new value any time it has changed for any reason.

We can't see what the game is doing, but our numbers are directly from RAM. The only time it's proved unreliable is when the game doesn't update fast enough, such as when we were trying to find how the Reegar consumes ammo, the ammo counter doesn't update on every shot when the RoF gets to about 800+(GPR has the same thing if you test it).

#240
peddroelm

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attach debbuger application to running ME3 MP host game

find ram memory address holding float variable for the "test subject" ...
set hardware breakpoint on write access on said address
call script every time the breakpoint is hit ( will catch every amounts of damage inflicted to testsubject - works for high rof weapons and multiple DOT effects running in the same time on target ... Can also make the script heal the test subject back to full health after each damage received - so you can test without fear of killing it or print timestamps (relevant for determining weapon rof // dot duration//..) )

#241
Guest_Jiovanie-_*

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The Scion's shots work nothing like the Ravager's shots......How one could make a comparison between the two is quite ludicrous. I've never seen a Ravager do half the things Scion's have done. Also, it's worth noting that the Collectors are by far the most durable faction on any difficult possessed or not. Someone on this forum even made a spreadsheet concerning just that.

#242
nanotm

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Brenon Holmes wrote...

Jack Crapper wrote...

Brenon Holmes wrote...

I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.

Thank you for responding, but the OP is claiming that this is the case whether possessed or not.


I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).

I'll follow up with QA and see what we can see. :happy:


when there testing the problem make sure theere using real world variables like migrating from one server ot another every few minutes due to dynamic load sharing (if you cant do it internally then rent a tri pack for a few hours off amazon [they do hourly services as well as long term stuff] just like ea does for the everything pc game)

i suspect that if your testing environment isnt gettign the problems its because its on a standalone single purpose server instead of in a setup that has to deal with what we as players are getting.

furthemore test it wiht induced delay to host values, fix a minimum transit time inside a switch if you have to and use that 0.5second ttl device as host whilst swapping from one internal ip to another all the time hosting the game for the "test players" even divert soem webtraffic to the site to test spike management and see what that throws into the mix.

what were seeing might well be problems that arnt found in test environments but sterile setups dont ever give real world values, and as everyone else complaing can attest there is a huge problem with certain mobs scaling in difficulty with each level (all the new stuff is just as difficult ot kill on bronze as it is on gold, the only differenaces are the numbers of them on screen at a time, and sometimes not even that changes much.

the scion cannon if it misses the first/second round but finds a  target wiht the 3rd round is always ohk no matter the class, although to be honest 90% of the time if it misses the first round the second one does this anyway.

i havent noticed them getting any stronger when possessed, just gaining endurance against players. the real problem's in game are before they get possessed, once there possessed they tend to stand around spamming there nades, oh and the mooks love spamming nades aswell which ohk most classes.....


the op will no doubt be able ot provide actual numbers for all of this but there are some starters for your geek squad to get working on Image IPB

no doubt they forgot about the "contact factor" hidden away in the server room

#243
greghorvath

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I think you are all whining. Again.

And a strange coincidence that Star Fury has made an appearance here.

#244
Mozts

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greghorvath wrote...

I think you are all whining. Again.

And a strange coincidence that Star Fury has made an appearance here.


Read the thread smart guy<_<.

Modifié par Mozts, 23 octobre 2012 - 06:25 .


#245
greghorvath

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Read the op.

Scientific whining is still whining.

Modifié par greghorvath, 23 octobre 2012 - 06:27 .


#246
Shampoohorn

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Mozts wrote...

greghorvath wrote...
I think you are all whining. Again.

And a strange coincidence that Star Fury has made an appearance here.

Read the thread smart guy<_<.

+1.  All S.F. did was bump the thread.  <_<

And it's great the Brenon finally found the thread and is responding to it.

#247
Mozts

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greghorvath wrote...

Read the op.

Scientific whining is still whining.


Showing that something is not working as intended is whining in your head?

#248
Star fury

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Shampoohorn wrote...

Mozts wrote...

greghorvath wrote...
I think you are all whining. Again.

And a strange coincidence that Star Fury has made an appearance here.

Read the thread smart guy<_<.

+1.  All S.F. did was bump the thread.  <_<

And it's great the Brenon finally found the thread and is responding to it.


Don't waste your time on troll. Mods one day will ban him.

#249
Zero132132

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greghorvath wrote...

Read the op.

Scientific whining is still whining.

Same as the whining regarding the vanguard glitch or missile glitching. Complaining can be productive.

#250
nanotm

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Zero132132 wrote...

greghorvath wrote...

Read the op.

Scientific whining is still whining.

Same as the whining regarding the vanguard glitch or missile glitching. Complaining can be productive.


without custoemr feedback improvements wont ever be made and things will just slip down the slope into the pit of oblivion

"whining " as the clever kid who hides his gaming profile (so as not to get seen as a cheat instantly) put is is a required factor in any successfull venture, do yourself a favour and block him safe in the knowledge that one day soon he will get banned from the forum as well as the mp game