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Post by Deleted on Jul 21, 2017 6:12:28 GMT
Spent like 20 minutes for those who didn't want to go through the whole stream to cut some parts. Also keep in mind this isn't an attack or anything, I'm merely quoting what he says as-is. Those are his words that he stands by, you be the judge of what to make of it.
(one could derive from that quote, that terms like lag compensation and networking algorithms do not exist)
--
Small video of Spacev3gan documenting off-host headshots (only 40% of headshots register correctly in this video, you can tell if a headshot registers if an orange critical marker appears):
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Post by Deleted on Jul 21, 2017 7:29:03 GMT
The thing with off-host headshots is that it could easily be fixed with the modding tools. Granted, I am not affiliated with the devs of the modding tools, and the dev(s) have stated it is against their will to make use of them in multiplayer games (and will actively prevent that soon), but from my personal testing it can be fixed, as simple as making the weakpoint hitboxes 150% bigger, and only the host would need to have the mod applied. If anyone here has watched my "Ants" video, I made the enemies 4x bigger, and yes anyone who would've joined that game would've benefited from the enlarged hitboxes..
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Post by peddroelm on Jul 21, 2017 7:44:41 GMT
that would be a dirty fix with severe side effects for inaccurate spray and pray weapons (high rof autos and pellet shotguns) . the proper solution exists somewhere since I don't ever remember anybody complain about this in ME3MP ..
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Post by xujparisipc on Jul 21, 2017 7:54:58 GMT
What I noticed and what is similar to this.
The game seems to interpret the shots by the colour of the cursor/cross instead of where actually it is targeting. Especially noticeable when enemy is in the cover. I see cases when I aim straight on the head or body but cursor stays white and no damage dealt. Enemy not moving!
So this might be part of the same issue. We just cannot see different colour of cursor and can't see that game thinks that it is still part of the body not the head.
My guess...
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Post by Deleted on Jul 21, 2017 8:03:16 GMT
that would be a dirty fix with severe side effects for inaccurate spray and pray weapons (high rof autos and pellet shotguns) . the proper solution exists somewhere since I don't ever remember anybody complain about this in ME3MP .. true, but at this point the best you're gonna get is a dirty fix. to go back to what Billy says about "netcode" not being a thing, well this entire off-host headshots stuff is due to bugs in hitboxes not being synchronized properly (or lagging behind, i've seen repeatedly in the past 3 months people write stuff like "aim for the left ear" or "aim for the neck" as an "offset" to where the head should actually be placed at.) so yeah of course there is a solution but it starts with them acknowledging that the issue is real (like they should've for the past 4 months), acknowledging that they can reproduce it (because saying "we've never encountered it and we can't reproduce it" to me would mean the entire MP team hasn't playtested their own game for shit), then actually looking into a way to fix it. but I figure the MP team is nothing more than 1 or 2 people so let's be real - it won't ever get fixed.
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Post by someN7orother on Jul 21, 2017 8:04:07 GMT
Hahaha. Fucking priceless.
"Imma close this bug report because... semantics"
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Post by peddroelm on Jul 21, 2017 8:07:50 GMT
without having a clue about what I'm talking about - "enable guests authority to resolve hit-checks locally" .. but that would probably open it to all sorts of aim bot exploits so perhaps it is better this way ..
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Post by Deleted on Jul 21, 2017 8:11:59 GMT
without having a clue about what I'm talking about - "enable guests authority to resolve hit-checks locally" .. but that would probably open it to all sorts of aim bot exploits so perhaps it is better this way .. Well no, the hits are being resolved locally. But the hitboxes are at the wrong place, get what I'm saying? So you, locally, end up shooting up the wrong parts. You can actually check this using cheat engine with ESP, even though you're shooting the enemy's head according to its "mesh", the hitboxes aren't in the right places, it's all fucked. I also don't have a clue as to why things are the way they are, I don't work at BioWare.
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Post by kaileena_sands on Jul 21, 2017 8:13:57 GMT
Careful there, Wavebend. During the stream Billy dismissed people ranting about how the new weapon variants were added as a money grab as "conspiracy theories". So here you discussing that offhost headshot issues are a thing and soon you may be labeled as Supreme Commander of the conspiracy theorists or something. Also I guess I didn't hear the part about him talking about the "netcode" when watching the stream initially. I don't like that he's so nitpicky on that. He's technically right, netcode isn't a real thing as far as terminology goes but that's because not every gamer is a computer scientist so it emerged as sort of a blanket statement to describe everyone's issues how a game is able to handle lag (which always exists and the *good* games are able to mask it fairly well so that it's not that annoying to players). He knows what people are talking about and what they mean when they say "netcode" very well, he's just being contrary for the sake of being contrary.
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Post by peddroelm on Jul 21, 2017 8:16:40 GMT
..the hits are being resolved locally. But the hitboxes are at the wrong place, even though you're shooting the enemy's head according to its "mesh", the hitboxes aren't in the right places .. and thar's the bug report without referencing the "netcode" problem word
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Post by Gya on Jul 21, 2017 8:18:03 GMT
More and more, I feel like Billy has become the Mouth of Sauron, with his EA overlords forcing him to spew this stuff.
Of course EA are less an "all seeing eye" and more an "unseeing cataract", and I meant no offence to Sauron by the comparison.
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Post by Kenny Bania on Jul 21, 2017 8:21:29 GMT
This is quite concerning more than anything. Poor. Just poor.
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Post by gshock88 on Jul 21, 2017 8:36:09 GMT
Speechless, really.
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Post by kpeter on Jul 21, 2017 9:23:04 GMT
To be fair after 1.09 i noticed this a lot less. Not sure if even noticed. Even with the Lanat i just have no problems shooting off host, which was not the case before.
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Post by Uchimura on Jul 21, 2017 9:38:34 GMT
answers.ea.com/t5/Bug-Reports/Multiplayer-headshots-don-t-register-if-you-aren-t-host/td-p/5972449EA community manager experienced the issue himself. Add your own details to the bug thread and maybe it'll get elevated. As for Billy, he's a producer. They have their hands in a little bit of everything, but aren't the best sources of details. They've said before that have QA (still) so I'm not worried that Billy's results are the end-all of an issue. I have been concerned about how they do latency testing, though, since long before this. Sounds like they're almost strictly in-house and not real-world.
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Post by lennybusker on Jul 21, 2017 10:10:25 GMT
is there code in the game that specifically and exclusively deals with elements of network transmission and functionality? then that's the netcode, you pedantic horse's ass
these people, I stg
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Post by pheabus2005 on Jul 21, 2017 10:33:23 GMT
Maybe he was speaking the ultimate truth: now a Biower dev has explicitly admitted there is no netcode in this game, that explains all.
We're literally playing an online game that doesn't even have netcode, so you know where all these problems come from.
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Post by jadedragonmtr on Jul 21, 2017 11:40:19 GMT
without having a clue about what I'm talking about - "enable guests authority to resolve hit-checks locally" .. but that would probably open it to all sorts of aim bot exploits so perhaps it is better this way .. Well no, the hits are being resolved locally. But the hitboxes are at the wrong place, get what I'm saying? So you, locally, end up shooting up the wrong parts. You can actually check this using cheat engine with ESP, even though you're shooting the enemy's head according to its "mesh", the hitboxes aren't in the right places, it's all fucked. I also don't have a clue as to why things are the way they are, I don't work at BioWare. Wouldnt this be the "hard" evidence for the bug report along with people's vids, or will they dismiss it when they see the words "Cheat engine"? They probably have tools to see hitbox locations offhost. But if they don't believe it exists then they probably won't use their tools to test it.
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Post by tatann on Jul 21, 2017 11:45:38 GMT
As a dev myself, I'm not enclined to shit on devs, but this video makes him look like an asshole. When I make mistakes, I admit it and don't try to shit on users because they're not using the right terms.
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Post by Minuos on Jul 21, 2017 11:52:12 GMT
If you want to experience this bug in all its glory, use the Shadow on a headshot apex. You'll want to throw something through the window. Probably Billy.
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Post by JRandall0308 on Jul 21, 2017 12:25:57 GMT
My own gameplay: xboxclips.com/JRandall0308/cbf334aa-6692-4308-bf43-0a4796d787cf0:30 freeze a Kett Chosen, no credits for what appears to be headshots 0:38 but this counts a headshot: aiming at his arm 0:39 headshot kill (note reticle) but no Concussive weapon detonation 1:19 head exploded but no reticle color nor Concussive detonation 2:17 headshot kill on Wraith (note reticle and points) but no Concussive weapon detonation 2:27 headshot kill on Destined (note reticle and points) but no Concussive weapon detonation Lenny Busker's gameplay: 0:38 headshot registers (yes) 1:05 headshot does NOT register (no) 1:26 yes 1:30 yes 1:38 no 1:46 yes 1:50 unclear 1:55 yes 2:08 yes 2:12 unclear (Wraith) - can't see points 3:02 yes 3:06 yes 3:42 yes? (can't see points) 4:13 yes 4:38 yes 4:58 - 5:01 go frame by frame: trigger is pulled when reticle is NOT on Sharpshooter's head, but Lenny gets credit for headshot anyway 5:14 yes (Berserker) 5:18 no (same Berskerer) = = = My Internet is as fast as I can get in my locality. If Bioware would like to say that people in your average Midwest American city don't have good enough Internet then I literally don't know what to say. I can't speak for Lenny's internet but I am going to go out on a limb and guess he is not using his cellphone as a hotspot. = = = Please, please do 'Me Too' and 'Grant XP' the bug report on EA Answers HQ. That link again: answers.ea.com/t5/Bug-Reports/Multiplayer-headshots-don-t-register-if-you-aren-t-host/td-p/5972449
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Post by squaredgonzo on Jul 21, 2017 12:53:21 GMT
As a dev myself, I'm not enclined to shit on devs, but this video makes him look like an asshole. When I make mistakes, I admit it and don't try to shit on users because they're not using the right terms. Will look into it
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Post by N7Mith on Jul 21, 2017 13:21:05 GMT
He's partly right. MEAMP has no netcode. Other games (BF1 is a good example because Frostbite) have excellent netcode. I don't know what they did different, besides servers, but it works. Hang on... Could it be the SERVERS?! Got one idea to fix it though; instead of having the client check with host if events really played out like the client did and then send back to client what went down according to host, make the clientside events update the host's data. That way it doesn't matter if the client's data is out of sync; if the player hits headshots on where he sees the target, the host gets an update that that enemy got hit in the face.
But I have no idea if peer to peer can be set up like that.
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Post by Jeremiah12LGeek on Jul 21, 2017 13:49:19 GMT
So I just finished reading a couple of different breakdowns of how netcode is used in the world of gaming, and both explanations fit exactly with how the term is used colloquially by gamers.
The fact that it isn't an official engineering term doesn't seem relevant to making the game better or addressing issues with the game. It seems like a very short-sighted and self-defeating denial meant to dismiss the legitimate reports from the community.
It definitely does not inspire confidence in future QA related to MEA (or other BioWare games for that matter.) If they don't understand what people mean by "netcode" to the point where they dismiss it entirely, it goes some way to explaining why underlying issues exist with hit detection and IPv4 peer-to-peer connection issues with IPv6. "Netcode" refers to mitigating those issues, and not doing it is bad for everyone. I hope a fellow developer at BioWare takes the time to explain that to the people talking on streams.
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Post by Scathane on Jul 21, 2017 14:11:17 GMT
Technically, Billy right about there being no such thing as netcode. Sure there is code related to networks but 'netcode' as a word is a colloquial term used by gamers, not a technical term used by network IT specialists.
But that doesn't really matter, does it? The problem is, imho, that Buskell says that if you mention netcode as the source of your problems, they'll not only dissmiss that netcode claim but - effectively - they will thereby also dismiss you have problems with the game...
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