Issue regarding moments where you hit an enemy with melee or ranged, but he doesn’t take any damage. It also applies to moments where you dodged a Disabler enemy’s attack and yet still got caught.
So was this fixed, or did FatShark still fail to address and patch this up?
I don’t remember having those that much, what I had though is so-called “rubber-banding” when you see enemies “sliding”, sometimes flying or going through obstacles, sometimes teleporting. You get hit by invisible enemies, the enemies you hit don’t die for a while, you see your teammates fighting air etc. Those kinds of issues which usually are called “desyncs”
I had them a lot in the past, especially during peak online hours (weekends’ evenings, first week of new events, a few weeks after new class is released etc). The worst of all times was during the HS release when they also had sales for many weeks and a free play weekends, I couldn’t play game in evening hours at all for like 2 weeks, due to those issues.
I haven’t seen it for like a month at that point, not a single incident. But I suspect it may be simply due to online dropping to the bottom in DT right now, with people waiting for the next content drop and switching to different games. I’m afraid when the Expeditions (whatever it is) will arrive next month it will be back. Cause it’s most certainly load/bottleneck issue in FS’s infrastructure.
Nope, that’s not it - as proven many times by all those issues becoming 10 times worse during peak online hours, and during periods when online grows naturally (few first weeks after new content drops, starts of big events, sales and free weekends periods etc). So it’s 105% their servers’ bandwidth issues. At this point it’s a consistent pattern already, observed by more than half a year.
EDIT
And no, would what you say be true even, it’s not like they made some special kind of network code that is soo fragile it can’t handle some packet loss that doesn’t create any issues in any other similar games. It’s quite a wordy way to say “bad network code” you know. If your network code can’t function in real world Internet where you’ll always have some sort of quality of service jitters - you did a pretty bad job and need to fix it.
Really, you reiterate through a typical set of apologetic trivias a typical fanboy of every game would go through when facing reality of the game having issues. The only thing still missing is “your PC/hardware is bad and broken, and game is optimized well” lol.
Source? i’m not aware of this proof. and you are leaping to conclusions not proved. if we accept it does get worse during peak times it doesn’t narrow it down to their servers, your still going through a lot of infrastructure before you get their or back.
The big problem here is the obvious one it does work, it’s flawless for me, i never get ghost bullets missed inputs or failed dodges. There are just choices the less lenient the connection the better it plays and feels but more people will have these connection issues. is it too strict or lenient? i have no idea i dont have any real info. just what people say and it seems like most are fine.
/shrug if it were the servers wouldn’t we all have problems?
i only have my 1100 hours in game to draw from and my experience is the servers are mint. not saying people dont have issues, just doesn’t seem likely the servers are the common issue to me.
Problems at peak hours could also be the ISP is over subscribed in the area. Can’t handle the load at peak hours when everyone else in the neighborhood is streaming.
Observed by me and everybody I know who had this issue, consistently, same hours, same periods of time. Sometimes it was all of the people playing the game in one group, sometimes just one of them. Those people are from different countries, though some live in the same country, and my pal lives in the same city as me. Regardless of georaphical location, it was always the same hours - evening hours (our, EU, tz) when we played. All of those people have experienced severe desync issues in the 2-3 weeks following HS release, again same evening hours - and getting 2 times worse during the free play weekend which brought in even more users.
This isn’t a pattern that supports all those theories of “bad internet connection”, in contrary it clearly points towards FS’s infrastructure not being able to handle peak loads. There is a thread on the issue starting more than a half a year ago with dozens of people reporting desync issues and posting logs, those posts were still coming in a month ago (last time I checked it): INVESTIGATION: Disconnects (Error Code: 2001, 2014, 3013, 4001) & General Connectivity Issues
The fact that you didn’t experience it means nothing, it’s a big, global infrastructure with multiple ingress points, load balancers, regional servers and such. It wasn’t always consistent even within single region (often only one player on the group had the issue - but then next day he played ok, but somebody else from the same group had it, sometimes they lived in different countries even). What always stayed consistent - it happened during peak online hours.
No it couldn’t - because people on different ISPs, and even different countries consistently observed the issues. The only bottom-line pattern was it always was evening hours of EU zone when most people played the game, especially weekends. Also at the very same time no other online games had any connectivity issues, just DT.
Neither the fact it went several times worse during HS release and free weekend in any way plays into your theory - that was event exclusive to DT, it had nothing to do with how ISPs function and their business practices. And then the issue magically fixed itself a few weeks after, when people got fed with the new content and online dropped in DT - again, across all countries and ISPs involved.
I was not saying all network issues are ISP related. I didn’t think I needed to qualify everything but just in case: I was saying that some of the network issues that some people experience could be related to their ISP at peak hours.
The game is well distributed, there’s not just a server in a closet hosting all the games. The game servers are hosted in AWS and they spin up a new instance for each game session. Increased player count doesn’t impact performance, they just spins up more instances.
you might of want to have read that before you posted it but thanks for finding it. its about an issue where a some people had internet connections not capable of receiving / sending information fast enough for the game.
Yes, I did, and no, it isn’t. It’s about people having issues with DT only, with proper network connection - while the game’s crappy netcode and cut-to-the-bone infrastructure not being aboe to provide a stable quality of service that should be expected from that kind of online game. Last time glazers like you tried to defend a sloppy developing and management practices like that was in HD2, as I said. Exactly the same lies of a bunch of fanboys, blaming players for “bad connections” and “broken PCs”, wasting their time with useless “solutions” and “recommendations”, just to justify the company keep those malmanagement practices and maximize their profits. All ended with game’s ratings ruined and magically all those issues fixed on the game’s side soon after that. And client shrinked from 150GB to 20GB (despite the same fanboys telling you it’s not possible, and having a bloat like that is “normal” and could be expected).
Bottomline, all those glazing won’t impress anybody at that point. Corpo bs lost all credibility long ago and people won’t buy those lies of them being the problem anymore. If you keep going that direction expect heavy backlash which will then take months to recover from. Let the HD2 case be a warning for DT team.
During this event (Auric difficulty), I’ve experienced reoccurring issues with being hit despite the fact that nothing is around me, with whatever is attacking me (typically a Poxwalker) suddenly materialize out of nowhere.
Continuing on with these issues; during this event, I often get hit by a Bulwark Maul strike while being CLEARLY, CLEARLYYYYYYY, out of range.
I don’t have a high-end gaming PC (i5-13400f, RTX 3060,16 GB ram, nVME M2 SSD, swedish internet), so that could be part of the problem, but this has never happened to me in any Auric Maelstrom, Havoc, or Mortis Trials before.
Sidenot; absolutely loathe how Crushers have stagger immunity when you have to fight four of them, along with four Bulwarks ice skating about, constantly.
This event really highlights the flaws with these two enemy types and the power creep balancing that we are suffering from.