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Re: Hitbox
Posted: 26 Jul 2012, 02:04
by oxidelol
kalstrams wrote:High ping is bane of reaction-reliant games. It has been so in any game, in any times.
Well, obviously.
I'm in Australia and now that everyones 7 day beta access has finished there are rarely any populated servers that are nearby. This means that the only servers I can get a game on are US servers with 170-250 ping and European servers with 300+ ping. Any other FPS game would actually be semi-playable with a ping that high but Shootmania is completely unplayable even with the hitscan weapon on those pings. This game needs client-side prediction.
Re: Hitbox
Posted: 30 Jul 2012, 13:14
by rissoxx
I just played a game. We all had rockets only. It happend to me what some other people have said. That when you hit the target the rocket just disappears! This a major problem and needs to be fixed! Can we get some awnsers here plzz!
Re: Hitbox
Posted: 01 Aug 2012, 18:53
by g1ock.0ut
Keep in mind guys, The beta only lasts for 7 days unless you actually buy it.
This means players will come in waves and often the gaming population will be very spread out.
I have bought it and live on the east coast USA. There's hardly ever any populated servers in the USA, most of them are in France, so I play where I can. I can definitely tell that the "hitbox" issues are more related to lag though. Playing in french servers (150+ ping) I have to aim behind people to shoot them, and I assume they have to do the same. However playing with people in the USA I'm usually much more accurate.
I think it's more about lag than you guys are realizing. There's a lot of talk about the netcode and how it needs to change but I think it'll be fine once more people start playing.
Bottom line, there is NO good way to play an FPS game with 150+ ping. MW3 was a joke with getting shot around corners and disappearing shots. try playing CS 1.6 with high ping and you can't even move. f1 2011 would show cars in 2 different places from the perspective of each driver. I can go on and on with examples of how high ping messes up games.
Re: Hitbox
Posted: 01 Aug 2012, 20:15
by whynotsimple
g1ock.0ut wrote:There's a lot of talk about the netcode and how it needs to change but I think it'll be fine once more people start playing.
No, I am from Germany and play France, Dutch, UK and German Servers with great ping (I ping 32 from a small vilalge in Germany to London) and I have the disappearing rocket "bug" quite often.
Re: Hitbox
Posted: 01 Aug 2012, 20:33
by g1ock.0ut
whynotsimple wrote:g1ock.0ut wrote:There's a lot of talk about the netcode and how it needs to change but I think it'll be fine once more people start playing.
No, I am from Germany and play France, Dutch, UK and German Servers with great ping (I ping 32 from a small vilalge in Germany to London) and I have the disappearing rocket "bug" quite often.
I've never experienced that. I wonder if that's down to net code or some kind of processing/rendering limitation. I assume it's been reported as a bug tho?
Re: Hitbox
Posted: 02 Aug 2012, 00:36
by Lim3s
whynotsimple wrote:g1ock.0ut wrote:There's a lot of talk about the netcode and how it needs to change but I think it'll be fine once more people start playing.
No, I am from Germany and play France, Dutch, UK and German Servers with great ping (I ping 32 from a small vilalge in Germany to London) and I have the disappearing rocket "bug" quite often.
If you're getting it frequently on such low ping, while a lot of other people don't experience it at all on similar pings, I'd argue that it's something a little more deeply entrenched than simply netcode and ping. Having LAN enabled so we could test the best case scenario would be good, but the best thing to have would be a lagometer à la Quake.
Re: Hitbox
Posted: 02 Aug 2012, 06:48
by whynotsimple
Lim3s wrote:whynotsimple wrote:
If you're getting it frequently on such low ping, while a lot of other people don't experience it at all on similar pings, I'd argue that it's something a little more deeply entrenched than simply netcode and ping. Having LAN enabled so we could test the best case scenario would be good, but the best thing to have would be a lagometer à la Quake.
I suspect packetlos. The ping itself is of course not really of matter. It is the bandwidth used determined by the number of players on a server and of course the CPU usage of the server.
UT2004 had the (in)famous dud-rockets, which is basically the same as the disappearing rockets in SM. It basically is a discrepancy of where you see the rockets (or the enemy) on your client and where the server calculates it.
Re: Hitbox
Posted: 05 Aug 2012, 19:58
by rissoxx
Bump, since this is a serious issue.
Re: Hitbox
Posted: 05 Aug 2012, 20:05
by Omnixor
how much can you bump this issue? all your 42 posts repeat the same thing... either Nadeo is in works, or doesn't care.