It's so random I played for hours straight yesterday without much issues, then BAM in the evening this occurred and today those issues slightly pertain.
The save issue is worse though, I still get a lot of kills even with the hitbox problem. But losing progress (even if it's not a lot) is just awful. Killed like 7-8 people with the SV-98 just to realize it wasn't unlocked anymore and I was still at 12 when I started the game today. FUCK THIS.
I don't crash but is it me or are the hit boxes awful? So many invisible walls that stop me from hitting enemies, it's not funny!
Start playing as recon in the first place.
Level 12 -> 13 took me two tries in 2 days although it was like 3000 points left, but that shit simply didn't save.
I hit three to four people in their head or body today you could SEE the blood, they didn't die ON HARDCORE.
Those things give me a headache, the more I encounter them
Yep hitboxes are awful. It's like in BF3 but worse...
are you sure its the hitboxes
It could quite well be you are aiming at someone and they get told by the text overlay they are being aimed at then they move that split second and you miss.
Same happens to me on a rock solid 18 ping server. That vid looked like hax and that's what I think it is.
Nah, it's unralated to (your) ping. Problem is bad (enemy) ping/connection/what ever gets compansated too much. On his screen he came around the corner 1second earlier and got a lucky headshot. The time Tryade777 sah him on his screen he was alrady shooting.
I has this constalty on BF3 and bitched about it multiple times on that thred (luckily not on BF4 much so far). Only thing to do is change server as it's just not one enemy, it's all of them to some degree.
If you feel bullets don't kill enemy -> change server
If you feel enemy has time advantage over you -> change server
If you feel like god and invisible -> you have the time advantage & magic one bullet shots on that server now -> enjoy it while it lasts
edit: example of this client side hitreg badness was when friend said he died behind a wall. Well I shot the enemy that shot him. Friend was running across my screen behind the wall and died on the open on my screen. So enemy and I saw him on the same spot, but on his screen he was a second in the future, but the bullets start to hit him 1 second in past and so also his screen gives warning too late that someone is shooting.
Don't know if it would be possible but death should be checked on both client sides. If you are behind a cover that killing bullet can't travel anymore you should not die. Easier fix would be to make bad connection/far away players lag and game harder for them, not compensate it easier for them and harder for rest. Even if they could make client side screens time difference half of what it can become now everyone would die a lot better and instant death would be more rare.
Then you will have the problem where you shoot people, but nothing will happen, or it will happen with a delay and everyone will start complaining about the hit reg. This is similar to how it worked in BC2, for example.
There is no approach which will work without creating issues on one side or the other, unfortunately.
Those kind of insta-kills is what often happened to me even in CoD4 - people with seemingly instant reaction times. Killcams really showed you the issue, where you could see the guy tracking you for a second or two, while to you it seemed that he shot you the instant he rounded the corner.
What makes it worse in Battlefield, I suppose, is that normally you can take some damage without dying, so you get used to the idea that you can hide when you start to get hit. Those instances, where you empty half a clip into the guy only to have him turn around and seemingly kill you with a single shot make the problem all the more apparent.
Then you will have the problem where you shoot people, but nothing will happen, or it will happen with a delay and everyone will start complaining about the hit reg.
Yep, I was thinking more of leaving you with 0% health behind cover that happened with me on BF3 at least. Should be easy enough for the enemy to finish you off still, but would be better than death.
But they've been focusing on making the servers/game more stable and in the process it might have made shooting experience worse. Once bugs are ironed out I'd think things can get better on killing/dying.
MinderMast wrote:
There is a killcam of sorts, but it's probably the most conservative implementation they had so far.
I do like it, even if it's simple. Many times I've thought the enemy I was in firefight got me, but no, it's was some sniper/third party that shot me on the side.
And here I was thinking it was my usual bad ping compared to others.
Same happens to me on a rock solid 18 ping server. That vid looked like hax and that's what I think it is.
I'am sure there where no hax in this video, he had like 23 / 7 or something like that and i killed that guy 3 times in a stndard faceoff, its just the game that made this one happen
€dited the wierd english...
Last edited by Tryade777 on Sun, 10th Nov 2013 13:57; edited 1 time in total
Same happens to me on a rock solid 18 ping server. That vid looked like hax and that's what I think it is.
Nah, it's unralated to (your) ping. Problem is bad (enemy) ping/connection/what ever gets compansated too much. On his screen he came around the corner 1second earlier and got a lucky headshot. The time Tryade777 sah him on his screen he was alrady shooting.
I has this constalty on BF3 and bitched about it multiple times on that thred (luckily not on BF4 much so far). Only thing to do is change server as it's just not one enemy, it's all of them to some degree.
If you feel bullets don't kill enemy -> change server
If you feel enemy has time advantage over you -> change server
If you feel like god and invisible -> you have the time advantage & magic one bullet shots on that server now -> enjoy it while it lasts
edit: example of this client side hitreg badness was when friend said he died behind a wall. Well I shot the enemy that shot him. Friend was running across my screen behind the wall and died on the open on my screen. So enemy and I saw him on the same spot, but on his screen he was a second in the future, but the bullets start to hit him 1 second in past and so also his screen gives warning too late that someone is shooting.
Don't know if it would be possible but death should be checked on both client sides. If you are behind a cover that killing bullet can't travel anymore you should not die. Easier fix would be to make bad connection/far away players lag and game harder for them, not compensate it easier for them and harder for rest. Even if they could make client side screens time difference half of what it can become now everyone would die a lot better and instant death would be more rare.
This is pretty much it.
I played on servers with very low ping and got my ass handed to me by guys with a higher ping - and then yesterday I played with my US friend and me and her went with an East Coast server meaning my ping was 100-120. Despite having the highest ping, I kicked ass so the netcode compensates a LOT.
If you ever played the original Counter Strike, you'll know how much it sucked to have a high ping but most modern games use client-based targeting instead of server based meaning that what counts, is what you see on your screen. In the past, you'd be shooting at air even when on your screen you were actually aiming at someone's head. Trust me, the current netcode is MUCH more preferable.
Trust me, the current netcode is MUCH more preferable.
So, what you are saying is that someone who plays from across the globe, has torrents running or is on shitty WiFi magically gets more kills than me? I'd like my Counter-Strike netcode back, thanks.
Trust me, the current netcode is MUCH more preferable.
So, what you are saying is that someone who plays from across the globe, has torrents running or is on shitty WiFi magically gets more kills than me? I'd like my Counter-Strike netcode back, thanks.
No it means, it gets compensated for both people instead of the person with the lowest ping having a big advantage. You both aim, you both shoot at people, you both hit targets. It's only when someone has a really high ping that you get weird stuff like dying when you're behind cover but considering you would have died anyway if their ping was lower, what the fuck are you bitching about?
Meh, the awesome server I had fun playing couple days back now had 1 second delay on everything and wasn't much fun. Seems servers would need to restart every few days to keep them operational?
Some memory leak perhaps? Remember that you could start on good BF3 server and couple hours later it would start to lag. Oh well easy to spot, just try RPG and if you get sound delay firing it or worse don't even see the projectile, change server
It got better when I lowered Network Smoothing to zero. Usually I'm the one that has the advantage, unless I miss
Wow, never botheterd with this setting, but peeking around corners this makes a differences between being intsakilled (50% network smoothing) and killing entire squads around a corner.
There is realy no good reason to set it any other way then zero.
All I know is that between invisible people, my primary weapon suddenly disappearing during a game, pumping so much lead into a space that was occupied by an enemy and them somehow just running on by and my insane number of deaths due to impossible shots... I'm starting to dislike this game...
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
First i installed the direct x files of the new pacman game
Then i did this tutorial, i`m not sure if it was posted before but it works somehow to remove more then 50% of the sound stuttering, it is not completely gone but in the campaign it is and some servers it is better now:
Windows 7 & Core Parking .... a *better* way to Turn It OFF ....
- Go to Regedit
- Find this key:- " 0cc5b647-c1df-4637-891a-dec35c318583 "
- Within this key, there is a value called: " ValueMax "
- This value represents the % number of cores the system will park - the default 100% ie: all Cores are potentially park-able
- Change the value from 64 to 0 so the " ValueMin " and " ValueMax " are both zero
- You will have to find the key a few times and repeat the process for each time it is found - the number of instances will depend on the number of power profiles in your system [ in my DAW it was only found twice ]
- Do a full shutdown and power-off and cold-re-start
All I know is that between invisible people, my primary weapon suddenly disappearing during a game, pumping so much lead into a space that was occupied by an enemy and them somehow just running on by and my insane number of deaths due to impossible shots... I'm starting to dislike this game...
I just had flashbacks to Viet...I mean Battlefield 3.
IT'S NEVER OVER!
"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.
Believable and relatable...Yep, sounds like Call of Duty
Windows 7 & Core Parking .... a *better* way to Turn It OFF ....
- Go to Regedit
- Find this key:- " 0cc5b647-c1df-4637-891a-dec35c318583 "
- Within this key, there is a value called: " ValueMax "
- This value represents the % number of cores the system will park - the default 100% ie: all Cores are potentially park-able
- Change the value from 64 to 0 so the " ValueMin " and " ValueMax " are both zero
- You will have to find the key a few times and repeat the process for each time it is found - the number of instances will depend on the number of power profiles in your system [ in my DAW it was only found twice ]
- Do a full shutdown and power-off and cold-re-start
Why better? The program linked before didn't work or something?
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Fixed my crashing. I removed my sound card, 8GB of RAM and my TV card. Installed the onboard sound drivers and 6 games in a row without a crash and only once the sound messed up for a minute maybe. 64 player maps. Played Dawnbreaker and Shanghai without any problems.
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