Things that REALLY need to be fixed

User avatar
Cyprus
Junior Member
Posts: 11
Joined: 09 Sep 2018
Status: Offline

Things that REALLY need to be fixed

Post by RebornInferno » 09 Sep 2018

These are major issues that prevent this game from being able to be competitive and sometimes it makes it not fun

These go as follows:
1. Sometimes people shoot each other and they die at the same time.
2.sometimes when you're behind a cover, but you still die.
3.when you kill a person and a few seconds after he dies you die by him

Before we add new things I would REALLY ENJOY those fixes >.>

And this would make all other game modes actually viable.

p.s to OneManArmy, This change would cause noobs to complain as such: "Why did he not die *cries to himself* " or "HE IS CHEATING!!" e.t.c so keep that in mind ^_^
User avatar
Cyprus
Junior Member
Posts: 11
Joined: 09 Sep 2018
Status: Offline

Post by RebornInferno » 09 Sep 2018

p.p.s These are mostly the network issues and the way the raycasts work in the game (maybe use projectiles(objects or particles with colliders e.t.c) xD)
User avatar
Latvia
Posts: 284
Joined: 29 Dec 2017
Location: Latvia
Clan: SW
Contact:
Status: Offline

Post by OneManArmy » 09 Sep 2018

Lets start with => ping in competitive/fast paced shooter games should be low (way below 50). If average ping is above 100, it will cause problems in ANY game.

Look at your and enemies ping. We have players with 200+ ping (what is VERY high ping). And many of them are on Wi-Fi what cause even more problems.
Try to play games like counter-strike, or battlefield against players with ping 200+ and you will see most of problems.

1) With current networking solution i can't run code on server side.
Also when players has so high ping, current system is optimal solution.
2) High ping cause this problem. Happens in most games.
3) Again, high ping + bad internet connection. Sometimes it can be even your connection...

There is solution: create room and set ping limit to 100. It will improve situation.
Players on Wi-Fi still can cause problems. They usually have low ping, but not stable connection.
If you see player who teleports, kills you even before you see him, or you get damage behind the corner,
most likely you are playing against someone on Wi-Fi.
Here is no solution... create new room.


P.S You are complaining about killing each other and you suggest projectiles? It will make situation even worse.

By the way, what is your ping in game(EU region)? as i understand 100+, right?
And what internet connection?
User avatar
Latvia
Posts: 284
Joined: 29 Dec 2017
Location: Latvia
Clan: SW
Contact:
Status: Offline

Post by OneManArmy » 09 Sep 2018

Actually i have one idea, how to fix (or at least improve) situation when player with bad connection
kill you behind corners and when they are already dead.
Next update will be experimental...
I will add icon somewhere on screen, so you can see when connection is not stable.
User avatar
Cyprus
Junior Member
Posts: 11
Joined: 09 Sep 2018
Status: Offline

Post by RebornInferno » 09 Sep 2018

Well, i know the high ping is the problem, but I've played games like overwatch and csgo where I did not have such problems, even with the higher ping then i have now.

For example, in overwatch, i played for quite a while and was still a strong player despite my high ping (~150) i never had a problem where i die at the same time with an enemy or behind cover.(although overwatch runs code on server-side)

But when the other player has 20 ping less then me when i have 100 ping they somehow have much greater advantage. What i am saying is that there are obvious effects of ping in online games but in skillwarz i see it giving much more drastic advantages/disadvantages. In fact it is better to lagg 200+ then to have 100 ping. so even though i have an average ping i am in the worst case scenario ;/

(Thanks for your time btw ;) )
User avatar
Latvia
Posts: 284
Joined: 29 Dec 2017
Location: Latvia
Clan: SW
Contact:
Status: Offline

Post by OneManArmy » 09 Sep 2018

Overwatch and cs:go has server side + much higher send rate.
We have completely different networking...
Sorry, but i am not in mood to explain how networking works in different games.

If you want to learn something about networking in games, then:
https://www.youtube.com/user/xFPxAUTh0r ... _polymer=1
User avatar
Cyprus
Junior Member
Posts: 11
Joined: 09 Sep 2018
Status: Offline

Post by RebornInferno » 09 Sep 2018

Don't worry I am ok with it. (I make games in Unity as well >.>)

But the death at the same time thing is actually quite annoying D: (and it's not really about ping most of the time)
User avatar
Latvia
Posts: 284
Joined: 29 Dec 2017
Location: Latvia
Clan: SW
Contact:
Status: Offline

Post by OneManArmy » 09 Sep 2018

But it doesn't mean that you know anything about networking, right?
If you kill enemy and die at the same time (and you both have high ping), it means that he killed you first.
You are getting free kill, so why are you complaining?
User avatar
Cyprus
Junior Member
Posts: 11
Joined: 09 Sep 2018
Status: Offline

Post by RebornInferno » 10 Sep 2018

Well usually it's not the free kill because they are the ones who get lucky most of the time.
Plus what i am saying is that this is the issue that i have never seen in other multiplayer games >.>
User avatar
Latvia
Posts: 284
Joined: 29 Dec 2017
Location: Latvia
Clan: SW
Contact:
Status: Offline

Post by OneManArmy » 10 Sep 2018

I already explained... no server side + high ping.

- The only problem with current system comes from high ping.
If you have 100+ ping and you play against someone with ping 250 + we add delay from send rate, we end up with 400+ ms.

Let's talk about AAA games (with server side).
How many times you were in situation when you shot enemy, but hits were rejected on server?
How many times you died because of bad "hit detection"?
Just think about it...

In this game hit detection is local. If you hit = you hit. There is no "question mark" and your hits will not be rejected.

If something is still not clear then watch:
https://www.youtube.com/user/xFPxAUTh0r1ty

Topic locked!
Locked