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Non registered shots.

Discussion in 'Game Discussion' started by PaulQuin, 9 May 2018.

  1. PaulQuin

    PaulQuin Member

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    I've never had it happen to me with my EC. Only the sniper.
     
  2. PaulQuin

    PaulQuin Member

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    I'm pretty certain it's about the server & not my connectivity to the server because the rest of those matches go fine except for me losing because of this magical reason.
     
  3. super_sonic181

    super_sonic181 Well-Known Member

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    Well yeah you are correct! it happened with me as well!
     
  4. What's Up Player

    What's Up Player Well-Known Member

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    If it happens rarely, it can be one opponents connection, not yours.
     
  5. PaulQuin

    PaulQuin Member

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    I know, but the server shouldn't punish people with a good connectivity in such situations.
    It happens like once a day & every time I lose the battles.
    It seems silly. Just register perfect hits based on the images your server is providing to affected players. Easy!
     
  6. Miathan

    Miathan Well-Known Member

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    You can't miss because of the opponent's connection, only because of your own.
     
  7. CaffeinatedChris

    CaffeinatedChris MVP

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    Replays are affected by latency, so if he watches the match from a laggy connection he'll see the same effect of "shot hits, but no damage."

    See this thread for video examples.

    @PaulQuin can you share a replay tag?
     
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  8. PaulQuin

    PaulQuin Member

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    Just to clarify: My connection is fine.
     
  9. CaffeinatedChris

    CaffeinatedChris MVP

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    Can you share a replay tag containing an "obvious missed shot" that can be reviewed?
     
  10. Ian

    Ian Well-Known Member

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    Really doesn’t matter if your connection is fine, desyncs happen in every game regardless. If you really want to make sure your hits register, aim for the center of boats.
     
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  11. PaulQuin

    PaulQuin Member

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    I think the game has to ensure it works as it should be. If I hit it perfectly, it has to count. There's no excuse to me.
    I will share a matchtag next time it happens.
     
  12. CaffeinatedChris

    CaffeinatedChris MVP

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    Speeder: "If I hit my Nitro in time, it has to miss. There's no excuse to me."

    Remember that the shoe can just as easily be on the other foot here. Latency is an inherent part of online multiplayer, and with Battle Bay having no region-locking you can be playing with opponents from all around the world. (I don't think we've had any attempts to log in from the ISS yet.) Client-side prediction helps, but is not perfect. Until we get Star-Trek style instantaneous quantum communications, the speed of photon and electron transmission remains the bane of PvP.

    People are telling you to check your ping because that will help you determine how much, if any, you need to lead your shots. If you're at a steady 50ms, you can pretty much fire true to what you see and get results; if you're at 250ms though, you need to consider that your target could travel a non-trivial distance in that quarter of a second.
     
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  13. PaulQuin

    PaulQuin Member

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    I'm in Great Britain & my broadband is fine. If it manages to have perfect hits not counted how can it manage to show me the ship at that spot then? I'm not impressed by that latency talk. Maybe that was an issue 10 years ago or with full on console multiplayer shooters.
    If so anyway, it should register the shot later on.
     
  14. CaffeinatedChris

    CaffeinatedChris MVP

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    You're on the other side of the Atlantic from the server, that's at least 100ms plus whatever latency your ISP/WiFi is adding. Could you go to https://www.cloudping.info/ from your mobile and post the results for the two US-East datacenters?

    Client-side prediction is showing you the ship's position as best as it can guess, based on its previous heading and speed. If the target doesn't change heading or speed, it will be an accurate representation of where the ship truly is on the server-side - but the more drastic the course/speed changes, the less accurate it is.

    As far as I can tell, the speed of light hasn't changed recently.
     
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  15. Miathan

    Miathan Well-Known Member

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    Because the game has a prediction algorithm to maintain a smooth game while the internet is not smooth. If traffic takes 200 ms to go from the server to your device, then if an enemy ship is moving and suddenly stops, there's a 200 ms window where on your screen the ship is still moving while in the server it already stopped. If you then fire a shot, it can miss, because on the server the ship is in a different location. Of course 200 ms is a small timeframe, but most people have spikes every now and then.

    Also saying "my connection is fine" doesn't mean much, because it's not (just) your local connection that matters. What matters is the connection between you and the server. IIRC the servers are in the US, so even if you have good British internet that does not guarantee an actual fast (or stable) connection to the server at all times.
     
  16. HARPO!

    HARPO! Well-Known Member

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    Crap happens
     
  17. PaulQuin

    PaulQuin Member

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    This screenshot is from my 4G as I'm not at home at the moment.
    But it shows me the ships fluently in these situations. If it's laggy they jump around.
    I'll post a screeny from my broadband later.
     

    Attached Files:

  18. Miathan

    Miathan Well-Known Member

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    Fluent visual does not mean it's not laggy, it just means prediction is doing its job. When stuff jumps around it's VERY laggy. Also, ping doesn't mean that much. Connection speeds of people are mostly fine. It's stability that matters for games. You'd have to get an app/program that monitors ping over time and let that run for a while to get an idea of what your connection is like.
     
  19. PaulQuin

    PaulQuin Member

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    If it's a hit on my screen the game should count it.
     
  20. Miathan

    Miathan Well-Known Member

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    No. Then your enemies would get a disadvantage because of issues with your connection, which makes no sense. On top of that, if stuff is determined client side instead of server side, that's much more vulnerable to hacks as far as I know.
     
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