Very consistently the netcode/hitreg is bad. The shot will very clearly connect on my game client but the server will disagree and so it will register no damage to the enemy. I'm unsure if there's lag compensation at all in the game with how bad some of these hits are. There are times where I am less than a centimetre from the enemy and the shot won't register. I think it is the most important thing to fix since you can't really balance around a character who's shots don't register 60%+ of the time.
#Poor net code/hit reg issues
124 messages · Page 1 of 1 (latest)
I’m having this happen consistently and this was NOT a problem in the two tests I participated in
I literally can’t distinguish cheater from bad matchmaking dumping me in a server halfway across the world
It was always an issue for me but I think that the most recent patch where they said they imroved hit reg "with a focus on melee" made it even worse
Yeah 100% I’m a Kim spammer
I had to relearn the wrench today
To account for matrix timing
I threw a wrench at a guy with a Korean name 2 seconds ahead of where he’d probably be
And it one shot him because he was a kevin
They should seriously consider doing a trial of client authoritative hit reg if improving the lag compensation isn't possible
I had to sit back for a second and take that in it barely felt like an accomplishment
Nah just literally
It'd sometimes feel more BS when u get hit by things u think u shouldn't have
First order of business my friend
but at least it'd be consistent with what is on your screen
Because wwe are all dodging 24/7 till we find the region we belong in
Lock the matchmaking off Dota/Cs style if possible
And make global autofill/MM optional
yea i play on auto and that seems to match me into EU west/NA east and regardless the hit reg is awful
That’s standard anyway
Nah when I’m 4 stack
With my boys we only get
Vs NA people
But we always were made to be the hists
ya even on low ping it's bad
And they’d constantly whine about hitreg last night
It’s client side
I suspect
If im wrong though
it's prediction errors
I’m even more concerned
Yeah ouch
I don’t have the expertise
But from test phase to launch
Genuinely
I played last playtest and the one before that
the way hit reg works in general is your client has a particular knowledge of where you are the enmey is and that might be slightly different to where the server thinks you and the enmey are
Ran and played better
so it looks like you hit them but you deal no damage = no reg
it's normal for the sever to disagree on like 300 ping
but for it to disagree in normal circumstances so often
is not normal
lag comp should account for your ping and consider where the enemy was on your screen when you attempted the shot
to have like 80% no regs is wild
No 100%
I thought it was hacks
For my first 3 games
In the tests I played
These issues did not exist and the balance was better
it's just poor netcode, not people cheating
I beg literally undo
Everything you did
Don’t fall for the sunk cost fallacy
Just rephase and rephrase
Cos this lowkey blows as a solo experience
which is crazy because people who DO cheat can tell the server "hey i have 1000000 dollars and 4000 resources and 10000 mystery drops and spawn in 18 seagulls"
and it'll just agree
but god forbid u tell the server u hit someone
Yeah that’s crazy to me too because
I have a block n load itch
it'll just tell u "welllll nah u didnt"
Years unscathed
Unscratched
Finding this did it for me
And the tests were perfect
This paid for monetised with premium currencies launch edition
……
Nah this ain’t it
I’ll pay pig when I hit people and they die cos I played better than them
Cannot stand the hitreg issue rn as a diehard fan
I got 5 people to buy this and they don’t care lowkeu but
I’m the guy right the hookup
The one that stays
Hitreg is your lifeblood
Today we talked a couple of hours about what we can do to improve client responsiveness and feel. We have multiple things on the table for various areas. Hit registration seems to be worst with the slingshot so that's the one we need to address first. Potentially we make it in to a hit scan rather than travelling projectile (since it's pretty fast already) but we haven't settled on a solution or way to go yet, but it's one of our top prio
there is some kind of lag compensation implemented, right?
cuz it seems wild that the server could possibly disagree that some of these hits were hits
like the server should consider where the enemy would have been on my screen Xms ago
+input delay
+hard to move through doors
The system as it is now is pretty simple and we don't have any lag compensation like eg. CS.
We attempted to make the registration more forgiving, adding an additional collider to the projectile that only collides with characters, so the projectile is much bigger for characters while still allowing to fire through narrow gaps like the fence
oh jeepers
no lag comp at all makes it make sense
speaking of CS im most familair with source engine which has built in lag comp stuff that's really easy to use, does UE not have something similar?
The slingshot has an additional aspect which makes it unpredictable, which is the simulated gravity pulling it down, this needs to be synced and I think (from the videos on the top) the charge amount wasn't sent to the server due to a bug
ye makes sense, u gotta consider not only the 2 players positions but the projectile too
if u dont have lag compensation at all rn u guys should either implement it or just make the hit reg client authoritative imo
Any chance perhaps of adding NVIDIA Reflex? That usually helps reducing input lag on games that use DLSS
The goal should always be to make it feel the best while reflect what you see on the server. Personally I think a line trace would be a more consistent solution since the projectiles flies so fast but we to investigate it a bit
like a "delayed hitscan" approach where it calculates where it would have been accounting for travel?
cuz if he could just snipe with straight hitscan cross map it'd be kinda busted
I think it should maintain the damage falloff and also have a max distance.
Chad's vacuum works like this (though not a line trace).
Then we can talk about the interesting gameplay aspect of having to lead your skillshot to hit that we'd lose doing a line trace but maybe we can find a good way in between
yeah i see the vision there
tbh i think the ideal approach would be just like CS lag compensation style where it considers where the enemy would have been on your screen X ms ago
but if that's not feasible what you described would be better than what is currently in the game
@gusty token We are also addressing those and have a couple of improvements on the table to give a better experience, some are ok straight forward while some of them requires more though
i appreciate your discussion about this @magic trellis it's good to know that i'm not schizo and was right that there's no lag compensation
imo i'd urge the team to try and sort out netcode issues as a #1 priority
cuz it's not even just hit reg, responsiveness of switching weapons, opening doors, the desync when you join a game in progress
switching weapons/opening doors should be predicted and the sever should trust you on those
espesially when cheaters can noclip
it's clearly not relevant to an anti-cheat perspective so just let players go through a door that the server thinks is closed
Your recordings are very good evidence that it's completely broken and we must investigate. What you sent isn't consistent in every game from my experience, but let's have a closer look asap
for me it genuinely is consistent, not quite to that degree but in every game i play there's many instances of no regs
it ranges from a few here and there to just constant point blank no regs
within the same match
and in particular priortising the legimate player experience
like the #1 reason to not trust a client about a shot connecting is if they're cheating or on major ping diff
Alright, that's a bit concerning. We appreciate the feedback and hope we can fix it
so unless their ping is like 200+ the server should just trust that their not cheating
In some cases it's also about preventing desync across server and client(s), not only cheat proofing. We'll make a post about it later when we have thing more ironed out ☺️
Thanks again for the feedback and recordings
if the client says he got out whatever weapon the server should just believe him
particularly because technically the server could figure out how long ago he shot the weapon and when he tried to swap
as i understand it the reason you can't swap is because the sever thinks you're still shooting a weapon you already stopped shooting
it should be able to realise that if it takes Xms to shoot the weapon you already stopped shooting it Xms in the past
i am glad u guys are aware and on it though