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Any plans on fixing the netcode or whatever is responsible for...

Discussion in 'General Discussion' started by DrDooManiC, Oct 23, 2016.

  1. What to blame for the fact that you can hide behind a wall, and the last 3-5 bullets still hit you?
    Is it lag? Is it bad netcode? Is it how the game is designed (animation happens afterwards and you get those hits on?)

    Whatever it is. This follows EC since it's very beginning. Ok for an Early Access title, but really guys. It's time to fix this.
    You can't have a Shooter (well... some claim it's a Melee-simulator) where your shooting isn't working.
    Make it so you actually see what is happening in real time (or close to) And if that's not possible, a Lag-combating mechanic like TF2 has it.
    LOBOTRONUS likes this.
  2. EX0DUS EX0DUS Prefectus

    I've noticed this, closer to one or two bolter rounds for me. I put it down to living in Australia with an average game ping of 85-110.
  3. Alb - Alb Alb Steam Early Access

    Every game being played over the internet has this issue. Simply due to the fact that it takes time for information to travel between computers that may be on different continents. This isn't an issue unique to eternal crusade, every game has this same issue to some degree.

    You are dying because your attacker still has line of sight on you on his screen. Imagine that your character is always lagging a second or so behind.

    If it's getting really bad, it's because you have high ping.
  4. Beskern Beskern Recruit

    Except this happens even with decent ping. Ill lose half my health after I already crouched behind cover by ba good 2 seconds. Suppossedly all with 25-40 ping.
  5. Alb - Alb Alb Steam Early Access

    The ping you see on the scoreboard is very incorrect. Like, by a mile.

    You have high ping. But you can still use this to your advantage though. You just have to change your playstyle to be incredibly offensive and always on the move. Just like how you're still taking damage for 1-2 seconds after finding cover, your targets take 1-2 seconds to react to you.
  6. Problem is, you may have decent ping to the server. But if you are playing against a guy from Australia, or Brazil, or Japan, they most likely won't. And until they have the numbers for regional servers, this will never change...so don't count on it ever changing. At least, not in the next couple of years.
  7. But what about... Soon TM?

    I am totally aware of that.
    Thing is... In other shooters it's not as bad as it is in EC. I also loose half of my health (I blame the low TTK) when i am allready rolled into cover, and i even crouch BEHIND that wall after i got downed. If i really was in fact 1 second late, i should be crouching at the Entrance... not inside the cover...
  8. 'EadThwacka Im_a_Turtle Arkhona Vanguard

    The net code is out of the developers grasp atm, seeing how they're handling things right now. The netcode would have to be changed through the bi-monthly or so engine updates the Unreal Engine developers fart out. It's just the fact of waiting for the EC devs to port to the updated engine version for anything to change.

    Hell it might not even be the net code at fault but the coding in the game over saturating the servers themselves. Seeing how much redundant crap gets sent probably at higher priority than the hit registry itself.
  9. I am no game developer, so i have to believe you on that one. Is the Netcode bound to the Engine?

    I mean, there are always ways to shorten Data you have to send. For example, it's one thing to send 100 times the position of your bullet to the server, and checking for a hit, or if you just do it 10 times in a tick.
    At least that's how i imagine things, but as said, im no dev :D i just see the results...
  10. t0p5ecret Recruit

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