HitReg is out of control/server Bullcrap

  • I don't quite know what's been happening but hit reg and server side lag has gotten worse since recent updates. Of course I'm saying this because I'm angry but at the same time if I point blank blunder someone 3 times in a row, he should be dead, Especially with 80 - 100 ping. Hitreg has been tolerable for later seasons and before but I'm at the point where I don't want to play anymore because its gotten so bad. This is essentially me just complaining but I really enjoy this game and think it would be an essential update if Hitreg was fixed even if that was the only thing. Along with this I've had issues with friends where someone will be lagging while on 60 - 100 ping and while on a server in their region. It does'nt quite make sense to me because I know everyone I play with has 500mg of faster Wifi and has network connections based in server region. I feel it could be server side? maybe? but I don't know. even though these are persisting issues the game is great but I really think it's time to fix hitreg or make it less frequent. I've played this game for around 4-5 years and I feel like it should be time.

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  • only real way to get through it is to not take it serious

    I definitely experience some of what others experience and see some of what people talk about but I personally get through it by just not taking things as seriously as I once did.

    It can be a bit bittersweet but overall it does improve the experience as the game exists.

    Imo where people really get off course in this game is starting a session already upset/mad/negative about the game/Rare/community/etc. This game is not going to be fun when people do that. It will never work out when people do that.

    Imo people gotta go into it determined to find something rewarding, otherwise they will not find it. Issues are gonna happen, gotta be willing to look past them to enjoy the session.

  • @wolfmanbush spending hours and losing loot or a massive win streak due to your own hubris is fine and part of the experience. Losing because of Rare's servers feels bad.

    SoT is a game about risk and reward, and the idea is to counteract the risk with time by getting more skilled at the game. Now the occasional funny skelly ship or meg deciding a fight is part of the experience, but when 1/4 fights are decided if a boarder was regged or not is not a very enjoyable experience.

  • Strange, but i haven't experienced any difficulty with hit reg, I'm certainly no marksmen, but I'm seeing the hit marks pretty regularly.

  • @nitroxien said in HitReg is out of control/server Bullcrap:

    @wolfmanbush spending hours and losing loot or a massive win streak due to your own hubris is fine and part of the experience. Losing because of Rare's servers feels bad.

    SoT is a game about risk and reward, and the idea is to counteract the risk with time by getting more skilled at the game. Now the occasional funny skelly ship or meg deciding a fight is part of the experience, but when 1/4 fights are decided if a boarder was regged or not is not a very enjoyable experience.

    Yup, but sometimes what should be isn't what is and the only option is to make changes to work with what is.

    There isn't a magic amount of criticism or venting that makes things better. It is what it is.

    In my view there is a lack of leadership in the community on the influence side of things and that lack of leadership makes it more difficult than this needs to be.

    There are people that will push that the game is broken, dying, this and that, always with the drama. There are people that will relay Rare's messaging. There are people that will largely stay out of it (understandable for multiple reasons).

    This is made more difficult by the lack of productive and fair leadership around these social circles. This is made more difficult by the effects of social media that make things worse with morale. This is made more difficult by a pretty small group of people that are doing everything they can to control the narratives in these small town SoT social areas. This is made more difficult by the theatrics of "criticism" which largely has just turned into complaining/arguing just for the sake of doing it.

    There are people that play this game every day, for many hours, and have some fun. They work around what they gotta work around based on what is, not what should be. What should be is irrelevant to today's session.

    Today's session is what it is, people have a choice, make the best out of it, or it's going to end poorly.

    Everyone experiences issues, it's never just one play style, it's never just the skilled or experienced, some just choose to work through it because in reality that is the only productive thing to do when the people that work on it are working on it.

  • We need a hybrid system that trusts the client’s interpretation of events more but the server checks it for plausibility to make sure nothing really off is going on rather than the server having absolute authority because we never get to see what the server sees we are the clients.

    If players and their hit boxes are in any way out of sync then hitreg is going to exist no matter what.

    I feel like the only way to make it work consistently is to trust the clients and for that we are going to need a strong anti cheat.

  • @crashink6060387 said in HitReg is out of control/server Bullcrap:

    We need a hybrid system that trusts the client’s interpretation of events more but the server checks it for plausibility to make sure nothing really off is going on rather than the server having absolute authority because we never get to see what the server sees we are the clients.

    If players and their hit boxes are in any way out of sync then hitreg is going to exist no matter what.

    I feel like the only way to make it work consistently is to trust the clients and for that we are going to need a strong anti cheat.

    And what happens when the two clients disagree on registration of hits? Sounds like your suggestion would lead to more calculations and thus more lag and inconsistencies. No thank you.

  • @dlchief58

    What’s really interesting is that what we see occurring now is both clients agree but damage by the server disagreeing.

    For example, you will tank a one ball to the face even though client side we get the sand bag sound yet the server saw a partial hit.

    Or you will see an enemy’s bullet hit you and make the noise and yet take no damage. I guarantee you that person got the hit marker as well but yet damage wasn’t issued by the server.

    The server having authority is pointless when we the clients are not there locally to benefit from that. We clients have latency to deal with. The game should generally accept what clients say occurred as if it did occur so the experience is consistent.

  • @crashink6060387 So what you're saying is that both clients will have the same event and the server will disagree with the event? Or are you asking for the thing that makes bullets curve around walls on headshots in Destiny 1.

  • @crowedhunter

    I’m not a game developer but essentially if you use purely client side hit detection in games it can empower cheaters to do more damage and be more of a nuisance than if server side hit detection is utilized.

    But the cost of using server side hit detection is poor, inconsistent hit registration.

    At the end of the day if the player experience is the highest priority then every single time a player gets a hit marker they should be doing damage to the player they hit.

    I’m sorry I know I’m not experienced enough to explain why they can’t use client side hit detection but the only thing that matters to the players is the client experience not the server experience. We want 99% hit reg and we can achieve that with good old client side hit detection.

    If not explain why?

  • @crashink6060387
    So the thing is, if you saw something on your end and the server saw something different, then so did the other player. They don't connect to your client, they connect to the server.

    So for example, if I were to leap behind cover and you shot toward me within like a .001 second window of me being into cover, it might not count. In that same instant, as far as the server is concerned, I was safe because I was .001 seconds ahead of where I was on your screen and you were .001 seconds behind on my screen. The person with the higher velocity is benefitted the most by this. It's why people are so aggressive about line of sight in this game.

    So on the same ship, you don't see hitreg as much; But that's because speed is relative. So on a different ship which is heading in the opposite direction you will have more issues because the waves are wild and the ships are fast. Every axis of space is being shifted at a high velocity relative to the source of the damage. So the potential difference that happens when 2 clients get a .03 second ping spike is mcuh greater. They wouldn't even see their ping change.

  • 9/10 Times

  • @mrestiercol Yeah, FR though. Something has been going on with pigs. I just thought they got an HP buff no joke.

  • @crowedhunter

    New FoF final boss, Pink Pigs

  • @mrestiercol yes lol will fix everything

  • Played a session last night. The amount of cannonballs that went through the other ship and didn't hit is astounding. I don't know what's going on, but it's so bad that a one-blunder hit on a skeleton is regging.

  • @crashink6060387 said in HitReg is out of control/server Bullcrap:

    @crowedhunter

    I’m not a game developer but essentially if you use purely client side hit detection in games it can empower cheaters to do more damage and be more of a nuisance than if server side hit detection is utilized.

    But the cost of using server side hit detection is poor, inconsistent hit registration.

    At the end of the day if the player experience is the highest priority then every single time a player gets a hit marker they should be doing damage to the player they hit.

    I’m sorry I know I’m not experienced enough to explain why they can’t use client side hit detection but the only thing that matters to the players is the client experience not the server experience. We want 99% hit reg and we can achieve that with good old client side hit detection.

    If not explain why?

    This makes aimbot cheats way more effective and less detectable, since you are giving a lot more trust to the client.

  • @d3adst1ck

    But it also drastically improves the client experience.

  • @crashink6060387 said in HitReg is out of control/server Bullcrap:

    @d3adst1ck

    But it also drastically improves the client experience.

    Not the experience of the opponent though - they might be safe and because your client is slow to update they got shot anyway ?

  • @lem0n-curry

    Above all else people just want their shots to count when they get a hit marker.

  • @crashink6060387 said in HitReg is out of control/server Bullcrap:

    @lem0n-curry

    Above all else people just want their shots to count when they get a hit marker.

    Until they get hit when they were out of harm's way.

    You'd be right if hitreg would be only occuring if the hit took too long from your client to server to register. But if hitreg is occuring because your client was too slow to register your opponent's movement and you hit the opponent's previous location it would be the wrong approach IMHO.

  • After a six hour long Hg grind this has been the experience so far: Hit reg is at a really bad state and it feels like less than 8/10 shots actually register. Server lag and food reg is horrible. I encountered cheaters with names like Noanticheat that teleported around my ship. I got disconnected twice during an Hg match back to back, and didn't retain my inventory despite joining previous session. Also the boosted xp and gold was bugged and it only worked 1/3 of the time. Blackscreens are also very common and severe to the point where you have to altf4 and rejoin your session. Regarding the sword i was constantly getting interupted mid combo and block worked half the time. My disappointment is immeasurable and my ghoul and glory is ruined...

  • I have also noticed S10 roll out has been quite the opposite on combat stability, with blunderbuss feeling less like a scattershot and more like its shootng slugs, sword once again missing oponents right in front of you, being killled by sniper shots that whizz fully past you on your screen, and getting 1 balled by cannons that impact several yards away

  • @wolfmanbush

    There isn't a magic amount of criticism or venting that makes things better. It is what it is.

    Yeah ppl who begged for PVE servers for years would like to argue here... Also people who wanted an anti-cheat... Ironically it seems like constantly expressing your opinion is the only way to get these changes.

    In my view there is a lack of leadership in the community on the influence side of things and that lack of leadership makes it more difficult than this needs to be.

    There are people that will push that the game is broken, dying, this and that, always with the drama. There are people that will relay Rare's messaging. There are people that will largely stay out of it (understandable for multiple reasons).

    This is made more difficult by the lack of productive and fair leadership around these social circles. This is made more difficult by the effects of social media that make things worse with morale. This is made more difficult by a pretty small group of people that are doing everything they can to control the narratives in these small town SoT social areas. This is made more difficult by the theatrics of "criticism" which largely has just turned into complaining/arguing just for the sake of doing it.

    I have no idea what your talking about... The game had a problem for multiple years and it has not been fixed...

    This has nothing to do with community or whatever else you were rambling about. There is a problem that is core to the game that Rare has been stating for years will be fixed, but is currently at an all time worst.

  • @nitroxien said in HitReg is out of control/server Bullcrap:

    @wolfmanbush

    There isn't a magic amount of criticism or venting that makes things better. It is what it is.

    Yeah ppl who begged for PVE servers for years would like to argue here... Also people who wanted an anti-cheat... Ironically it seems like constantly expressing your opinion is the only way to get these changes.

    In my view there is a lack of leadership in the community on the influence side of things and that lack of leadership makes it more difficult than this needs to be.

    There are people that will push that the game is broken, dying, this and that, always with the drama. There are people that will relay Rare's messaging. There are people that will largely stay out of it (understandable for multiple reasons).

    This is made more difficult by the lack of productive and fair leadership around these social circles. This is made more difficult by the effects of social media that make things worse with morale. This is made more difficult by a pretty small group of people that are doing everything they can to control the narratives in these small town SoT social areas. This is made more difficult by the theatrics of "criticism" which largely has just turned into complaining/arguing just for the sake of doing it.

    I have no idea what your talking about... The game had a problem for multiple years and it has not been fixed...

    This has nothing to do with community or whatever else you were rambling about. There is a problem that is core to the game that Rare has been stating for years will be fixed, but is currently at an all time worst.

    Safer seas isn't caving to calls for pve servers it's adapting for sustainability. Having coordinated scenarios of over hunting servers was never sustainable, I talked about that for years here.

    Rare has always taken cheating seriously, and has told the community to get those reports in because those reports are used to determine resources needed.

    They consider feedback and they do implement a lot of feedback in one way or the other but that is entirely different than suggesting that being overly critical makes things better, it doesn't.

    "all time worst" is the narrative every season. It's always to worst to some.

    Exaggeration in the community by the same group over and over doesn't change the fact that most people have been working around issues for years, without getting in on the "this is the worst it has ever been" "this game is broken" narratives.

    It's a complex live service game, literally all of us have been working around issues our entire time playing here.

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