We’re also still steadily working on improving game performance, which is a long and arduous process.
Again, this might take a while before you see the end results of our labours 
We’re also still steadily working on improving game performance, which is a long and arduous process.
Again, this might take a while before you see the end results of our labours 
it really isnt a huge deal to me personally, but NA ET died years ago, so i got used to having to lead a target. The bigger thing to me is the LACK of registration directly related to fps. if i drop under 40 (which is almost all the time 8v8), i literally hit nothing. i watch bullets go through animations of people who arent even moving.
[QUOTE=Smooth;481667]We’re also still steadily working on improving game performance, which is a long and arduous process.
Again, this might take a while before you see the end results of our labours :)[/QUOTE]
i am personally aware of such things, and i do understand why there are 8v8 server, but that doesnt make it any better to play on them 
We’ll never have target leading because everything is hit-scan and hit-detection isn’t effected by latency in that way.
Lack of registration at lower framerates is likely the same issue when it comes to higher pings, because a longer frametime means a longer time between packets getting sent/recieved. Hopefully our modifications will help to resolve this too.
Is it possible to see a pic of the hitboxes against the models so we can get an indication of hitbox size? Kind of like the old ET screenshots.
[QUOTE=Smooth;481691]We’ll never have target leading because everything is hit-scan and hit-detection isn’t effected by latency in that way.
Lack of registration at lower framerates is likely the same issue when it comes to higher pings, because a longer frametime means a longer time between packets getting sent/recieved. Hopefully our modifications will help to resolve this too.[/QUOTE]
I’m glad to know it’s at least being addressed. 
Here’s a couple of examples. Not the easiest thing to do since out collision boxes aren’t transparent in-game. Have to overlay in photoshop 


Thanks for feedback on performance, netcode and hitboxes Smooth.
Glad you are looking into these.
i love to see this kind of convo, but it still doesnt address why there are 500 8v8 servers, and 3 6v6, 5v5
yet again played a few really fun games, than it gets completely ruined once it hits 7v7, 8v8. registration goes completely out the window and the gameplay just turns to garbage
[QUOTE=shaftz0r;481704]i love to see this kind of convo, but it still doesnt address why there are 500 8v8 servers, and 3 6v6, 5v5
yet again played a few really fun games, than it gets completely ruined once it hits 7v7, 8v8. registration goes completely out the window and the gameplay just turns to garbage[/QUOTE]
Simply put when servers are running as publics, from a browser, people drop in and out all the time and cause a lot of churn. That means servers generally need an overhead of a few extra players to ensure you get a reasonable game i.e. 8v8 servers are generally only 7v7 in terms of active players, 5v5 servers are generally only 4v4.
We really want a core session of 5v5, with ranked matchmaking and leaver handling, once we ship the game. That should ensure solid 5v5 matches from start to finish. Until we get those services built and in-game though we need to use publics and that means a few more bigger servers with that overhead.
This doesn’t mean there wont be 8v8 drop-in drop-out later either, it’s just that there will be better ways to reach what you want and when you want it.
[QUOTE=Anti;481711]Simply put when servers are running as publics, from a browser, people drop in and out all the time and cause a lot of churn. That means servers generally need an overhead of a few extra players to ensure you get a reasonable game i.e. 8v8 servers are generally only 7v7 in terms of active players, 5v5 servers are generally only 4v4.
We really want a core session of 5v5, with ranked matchmaking and leaver handling, once we ship the game. That should ensure solid 5v5 matches from start to finish. Until we get those services built and in-game though we need to use publics and that means a few more bigger servers with that overhead.
This doesn’t mean there wont be 8v8 drop-in drop-out later either, it’s just that there will be better ways to reach what you want and when you want it.[/QUOTE]
i agree to a certain extent. in my experience thus far, when it gets to 5v5, it usually jumps to 8v8 rather quickly, and rarely leaves that number. my main issue is that you’re almost forcing people to join an 8v8 server by having 100 of them. you literally have to scroll down a full page even find 5v5 and 6v6
Let’s just get more keys to people right now so I can log on at 7 or 8 pm EST and not find 1 populated server with 2 people “playing”.
i decided not to join 8v8 servers even if its 10/16.
i’d beter wait for 20-30 minutes on an empty 5v5 or 6v6 server
sweet mother of god. CAN WE GET RID OF SOME OF THESE FRIGGEN SERVER PLEASE? there’s 100 8v8 servers and i just dont understand why.
i’ll give the opposing view then - 5v5 is fine for competition. Both teams turn up, set up classes/characters whatever, and set to it. Translate that to pub and you get 8 - 10 random players dropping in and out, typically when i’ve played one team is dominating - so the dropping in and out happens to the weaker side, who then sit in the vicious circle of being a man down, only for someone to join, only for someone else to leave cos they’re sick of getting beaten. rinse and repeat. add in no team balance in SW and you have a recipe for a pub disaster.
if you play cs:go matchmaking you’ll understand how frustrating it can be to actually get a 5v5 that goes the distance. As Anti aluded to at least with 8v8 you’ve got some floating players and the imbalance of 1 is far less game changing. The matter of whether or not the maps are designed for 5v5 or 8v8 is highly subjective. Personally I dont mind the higher player count on the pubs.
Can you imagine how short the lifespan of RTCW and/or W:ET would have been if every server had been 6v6 SW, FF On, OSP/ET PRO? Widen your horizons a bit and realise the game has to appeal to a wide market - which doesnt mean it cant be tailored to suit your tastes.
Finally, I’m not feeling the performance hit at all - lucky me, but i’d swear there is a high ping advantage at the moment.
With all the new players it seems only half of each team has a clue what’s going on anyway.
and with the massive performance issues for the vast majority of people on an 8v8 server, they’re scaring players away
you could, and you would be extremely wrong O_o there are 3x more 8v8 servers. i know counting is tough
the new crop of people that dont know any better, are getting an absolutely horrendous experience right now, and rage leaving servers while talking **** the entire time. The game is completely unplayable for the general populace 8v8, especially in an obj server with the current state of this “rotation”. It’s constant chopchopchop, with maps changing every 5-10 mins, and by maps, i mean the 4 maps that are avail to be played. Its a terrible representation of the game, and no favors are being done to the image of it at the moment.
there are literally twice as many 8v8 servers as 5v5 6v6. there isnt even any 6v6 servers for EU SW (i might have meant NA east. cant remember what region doesnt even have 6v6 servers). They’re basically making 8v8 the default choice, which is just plain wrong