#invisible enemies, R1C1

1 messages · Page 1 of 1 (latest)

lone abyss
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On R1C1, the enemies are largely unable to be seen in this latest run attempt. They are still able to cause damage, and down players. Players who are downed take awhile to pick back up, as though there is a poor connection issue, but it does not seem consistent, only occurring after reactor startup when a teammate has used C-Foam. I have a video, but I have to cut it down to size to get a relevant clip for this.

gloomy crypt
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take ur time but tbh i wouldnt be surprsed it was a hacker spawnin enemies and a funky connection causin desync for the revive thing

tropic wadi
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na

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Its just buggy

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Im with him

gloomy crypt
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i never heared of this
bug so
the clip would just confirm it

lone abyss
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nah the three blokes im with are all havin similar issues on their ends. One is connecting from AUS though.

gloomy crypt
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ah wait of course
this is very heavy desync then
it means the enemies are just advancin and the host seems em ok but for client they are just frozen, top, frozen, tp

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this is probs just very verr intense desync

tropic wadi
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well

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everyones players are synced

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the enemies and reactor timer are lagged

lone abyss
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Yeah, there's no rubberbanding, no latency between actions other than things engaging with entities in the game state.

gloomy crypt
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the timer is even
yeah
more confirmation of desync
and the players get 0% health but get downed after a while i ssume too
yeah

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mh idk a lot about just internet connections and this type of stuff but it just sounds like problems that arrive from it, cause its problems that ive seen before when players just experience it

lone abyss
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I've been an alpha tester for a couple of different game companies before, I've seen desync, and then there's whatever in the world is going on with this last match. This upload is raw OBS footage from the very end, where the stability went right out the window.

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im gonna try to repro it with a different group

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at the very start, there is no desync, no rubberbanding of players indicative of network issues. however, once the reactor is started up, the timer fails upon countdown. This cascades into a series of other issues with item pickups, inabilities to press on the terminals, and inability to see enemies. However, players are usually sync'd until they enter a downed state.

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ill try to cut down the larger uncut footage to see if any of it is useful, but tbh i dont know how useful it'll be

lone abyss
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itll have to wait until the mornin, it is takin too long to compile.

tall nebula
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Just watched the clip. That's a HEAVY desync. did not see enemies that aren't supposed to be there so I think no one cheating.

The invisible enemies are just not seeable cause the game is completely f'd. If it were shadows then it would have been a cheater in your group. seems it's not that. so thats good

lone abyss
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Would there be any particular reason that the Desync only hits at that point, or is it just the amount of entities the game is spawning in at that time that pushes it over the edge? Earlier in the session, there was absolutely nothing

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it's just strange to me with desync, seeing folks in the positions they say they're at

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( and it is good that it wasn't a bad actor at the very least )