Fix hit detection

  • Im on board a sloop 1 v 2 using the sniper killed 1 guy then there i noscoped the last guy TWICE (i got hitmarkers) still alive ok then i hit him so many times with my sword while we is running his character simply does an animation (doesnt get stunned or anything) no damage done he whips out his noobtube and 1 shots me what a great pvp experience

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  • @memeseler with how laggy servers were over the weekend, its mostly that. they really need to work on the servers and it may help this issue.

  • In my opinion this is one of those real issues in the game currently. (I have been raising this everywhere I can)
    The hit markers are client side so your system may register a hit but they may not actually be a hit. Lag on the server side or client side will cause this. Personally I think this should all be server side with a minor m/s delay with the hit markers..

  • @coolerbravo said in Fix hit detection:

    The hit markers are client side so your system may register a hit but they may not actually be a hit. Lag on the server side or client side will cause this.

    This seems like it really is the case. This explains all the times I hit someone 4-5 times with my pistol while they taunted me about my "horrible aim" as the teleported around.

  • meanwhile at the offices of PUBG

  • @xgodkevin said in Fix hit detection:

    @memeseler with how laggy servers were over the weekend, its mostly that. they really need to work on the servers and it may help this issue.

    Agreed, I'd bet this is the case. We had a random sloop try to attack us last night, my first encounter with them I about point blanked the guy twice, then I hit him 3 or 4 times with my sword, then I got team blunderbussed for the insta death. That guy should have died. But, as you said, the lag was pretty bad over the weekend. We were even getting the popup a few times that you get when you approach an island, where it shows the name, but we were docked... At least 5 or 6 times this happened, and a few times I was teleporting so bad I literally almost crashed the boat because I couldn't get out of the captains quarters. Kept rubber banding around. Seconds later teammates calling out the same. So I'd guess these whacky occurrences are more likely lag that we can't always detect.

  • @memeseler I'd rather they took out hit detection altogether so we can play a ship combat game instead of Baby's First FPS, but I know I'm in the minority.

  • I think a part of it is due to how the game relays information to the client, a lot of the information in the game is server sided for instance even the waves or clouds are server sided. I couldn't imagine allowing for the servers to relay that information isn't easy.

    If anything I think the game is quite unique in that respect because I can't think of another single MMO that has server sided clouds, weather and or waves. I'd be pretty interested to see how the network for the game works, I'm think they're using instances but I'm sort of curious about whether there are dedicated instances or the instances are pretty much a momentary session that is closed once all players exit the instance.

  • @coolerbravo said in Fix hit detection:

    In my opinion this is one of those real issues in the game currently. (I have been raising this everywhere I can)
    The hit markers are client side so your system may register a hit but they may not actually be a hit. Lag on the server side or client side will cause this. Personally I think this should all be server side with a minor m/s delay with the hit markers..

    This is the case with most multiplayer games. It gives you the hitmarker/blood decal/sound when you see it so that the server does not need to check your input, register damage, then return a marker to you. It is much much much less taxing on the server and really is the only way around it. Unfortunatly this is affected by things such as ping. Ping and server delay are most likely the cause. So there is no simple fix to hit detection.

  • @coolerbravo Oh wow. Didn't know the hit markers were client sided. I have had mamy times where I hit people with multiple flintlock shots and don't see them eat. I was assuming it was animation desync and I just didn't see them eat the banana.

  • @thejellydonut78 I don't doubt it. I suspect the technical challenges the team is facing are enormous. If they were easy I suspect they would have been addressed months ago. I fear a lot of "cheating/hacking" claims are based on the hit marker issue(and I don't want to discount real cheating issues).

    We can do our parts with having good connections, but stabilizing the pings with the servers needs to be a priority as well for the FPS part of the game in my opinion.

  • @coolerbravo said in Fix hit detection:

    @thejellydonut78 I don't doubt it. I suspect the technical challenges the team is facing are enormous. If they were easy I suspect they would have been addressed months ago. I fear a lot of "cheating/hacking" claims are based on the hit marker issue(and I don't want to discount real cheating issues).

    We can do our parts with having good connections, but stabilizing the pings with the servers needs to be a priority as well for the FPS part of the game in my opinion.

    I agree. A ping counter would be nice. Im also not sure where servers are based out of or how matchmaking works. I suspect there will be improvements over time to address high load issues. It isnt gamebreaking by any means but it would be nice sooner rather than later. So far I feel like rare has done a great job listening to the community.

  • I hitted three times with the pistol to a guy in front on me, no bananas were eaten, and he survived.

    This makes me doubt. Bug? Lag? Cheater????

  • @guepard4 said in Fix hit detection:

    I hitted three times with the pistol to a guy in front on me, no bananas were eaten, and he survived.

    This makes me doubt. Bug? Lag? Cheater????

    I'm going to go with bug/lag since the skeletons also use this "cheat" from time to time.

  • @thejellydonut78

    Servers have regions, as far as I'm aware there are no Asian servers yet. There are Australian, US West,East. Europe and then there is South Africa which just got implemented recently, I'm not sure if there is a South American server.

    On PC however you do have a feature you can enable to see your ping, generally around 70% of the games I get thrown into are places outside my region, so the game does a pretty bad job at matchmaking people in their respective locations.

  • We need client-side hit detection, like overwatch.
    It's simple, and removes all of this "he's hacking" and "i hit you 5x" nonsense.

  • @byrnndi-teach said in Fix hit detection:

    @thejellydonut78

    Servers have regions, as far as I'm aware there are no Asian servers yet. There are Australian, US West,East. Europe and then there is South Africa which just got implemented recently, I'm not sure if there is a South American server.

    On PC however you do have a feature you can enable to see your ping, generally around 70% of the games I get thrown into are places outside my region, so the game does a pretty bad job at matchmaking people in their respective locations.

    pretty sure it was south AMERICA that just got implemented, not south AFRICA.

    edit:
    Performance Improvements

    In response to reports of poor ping times in South America, we have now deployed Sea Of Thieves to a South American data centre.

  • @sir-rhavi said in Fix hit detection:

    @byrnndi-teach said in Fix hit detection:

    @thejellydonut78

    Servers have regions, as far as I'm aware there are no Asian servers yet. There are Australian, US West,East. Europe and then there is South Africa which just got implemented recently, I'm not sure if there is a South American server.

    On PC however you do have a feature you can enable to see your ping, generally around 70% of the games I get thrown into are places outside my region, so the game does a pretty bad job at matchmaking people in their respective locations.

    pretty sure it was south AMERICA that just got implemented, not south AFRICA.

    edit:
    Performance Improvements

    In response to reports of poor ping times in South America, we have now deployed Sea Of Thieves to a South American data centre.

    My mistake. Probably blocked it out in my mind because I didn't find the information pertinent.

  • @byrnndi-teach It's pointless anyway, until we have an option to choose WHO is hosting and WHERE we want to connect, having more data centers doesn't really matter.
    I live in south america and constantly have to re-make the lobby if my crew lands there. I'd rather play with 120 ping with my 3 friends who also have 120 ping, then play with 60 while they play with 400.

  • this is desync. That's what's causing these issues on hit detection. Check your ping when on a server, if it's over 150 I'd change servers till it's under. As I see tons of desync in the 200+ range. 60 ping and I will dominate a 4 man crew solo.

  • @gordon-sevencav Not sure how this is possible for Xbox players. Is there a way?

  • @coolerbravo said in Fix hit detection:

    @gordon-sevencav Not sure how this is possible for Xbox players. Is there a way?

    In the options menu, for PC at least, there is a spot to display ping and FPS. I don't know on the Xbox

  • @gordon-sevencav Good to know - That option is not available to xbox users. (I rarely play on Pc these days...)

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