spooky May 2014 Feedback


(spookify) #1

Its May and we just got a bunch of new bodies to shoot up.

I would first like to say that Playing in a USA server vs a Euro server is night and day… If I play with an 80 ping or lower I can see a significant difference in glitching and hit register.

I really like this new wave of people even though we are only playing 2 MAPS!! And that time in the lobby kills servers…

The first night of the new wave I had a ton of fun running around smoking people and getting called a haxer… It felt like old times haha. I had been a long time since I had played in a USA server and I quite enjoyed it.

Today I played again for an extended period of time in USA server but noticed a funky lag. There was some odd movements and some mouse lag even with rawmouse True whatnot thingy…

Feedback:
It seems like if I have good FPS I get good hit register… I was insta killing people a few days ago but today is was very hard to track. It was very weird…

I can not wait for add-ons, red dots and 3.4x scopes!!! I think that will add another whole dimension to this game even though I hate ironsights and alt aims… This game is right now made and needs add-ons…

Crouching was giving a slight reward a few patches ago but I think it needs to be greater…

Max spread or spread recover also still needs to be adjusted especially if we are going to get more advanced moves, jumps and skills…

  • I personally find spread OK… Its the rewards and recovery times that I do not feel are correct yet.

I am still noticing people with very sharp side to side movements…I think this needs to be looked at and smoothed out. There was a CS video posted here about side to side in CS and the sharpness. Something like that but also rlrlrl smoothness…

Objectives and nitrification on the hud are still crazy annoying! I can hardly find my cross hair sometimes!

The more and more I play the more spammy it gets with these small maps… Dont get me wrong I like the small maps but when an Engy with a turret and a medic can hold down whole area’s of a map there’s a problem… Back in the day I would /kill and go Panzer to clear that area… OR throw a nade but oh yeah no nades!!!

Video:
#1 (0:00) Spawn with Val Scope on my Saw SMP! HAHA! It wasnt crazy super amazing accorate like I thought it would be… It was just Muhhhh.
#2 (0:44) Hit Register! WTF! How did he not die and how did no bullets hit for one half second at 0:45.5-0:46…
#3 (0:55) Head Shot no kill
#4 (1:30) My Crappy Aim or What, glitching, warp, speed wtf!!! I could not track this guy!! rlrlrl and I had no chance and nothing hardly hit…
#5 (1:42) HOLY Notifications!!!
#6 (2:19) Notifications right in the gap of containers super hard to see people. Eventually get kill from a guy in that spot!
#7a (2:29) Perfect example of simply running forward with a slight right movement and hit register being off… Why suck a big penalty for this movement???
#7b (2:36) Perfect example of crouch reward with perfect aim… 9 Bullets in the gun so I need to hit them all. A simple left movement with a crouch (No firing back) and down him… That felt good and smooth but I can hardly ever get that. I was also near stationary for a half a second which if there was an enemy I would have been smoked!!
#7c (2:43) Perfect example of Sprinting into a fight and aim just being out of wack!
#7d (2:47) Perfect example of jumping (Why the f not) into a fire fight to hopefully pick up one kill… I had this guy dead to rights!! Started off with a headshot and a few bodies and then NOTHING! WTF!!!

  • So in my example #7 you saw 4 different types of fire fights… only 3 felt good while the other 2 felt god awful… Simple things while entering a fight can determine the winner… How will advanced moves work if you cant simple run into a fight at an angle…
    #8 (2:55) Back raging… Took way to long! Come on bullets HIT HIM WTF!!!
    #9 (3:01 - 3:30) Conclusion! HIT REGISTER!!! COME ON!!!

[video=youtube_share;Pi3tWQUDrG4]http://youtu.be/Pi3tWQUDrG4[/video]

EDIT - Also in the video you can also notice the odd mouse lag… It seems to carry my mouse a little bit past objects and is not crisp…


(INF3RN0) #2

Was the slow motion bit supposed to make me giggle?


(spookify) #3

LOL… Why my cross-hair was only off the guy at two points… I got no hit registers at his left most strafe…


(Erkin31) #4

I can not wait for add-ons, red dots and 3.4x scopes!!! I think that will add another whole dimension to this game even though I hate ironsights and alt aims… This game is right now made and needs add-ons…

What !? Hope this will never happen.
Scopes needs to be only present on some weapons (cover ops).
Scope/red dots for everybody would slow down the gameplay (like iron sight).


(Mustang) #5

[QUOTE=Erkin31;499016]What !? Hope this will never happen.
Scopes needs to be only present on some weapons (cover ops).
Scope/red dots for everybody would slow the gameplay (like iron sight).[/QUOTE]
Sorry it’s going to happen.


(spookify) #6

[QUOTE=Erkin31;499016]What !? Hope this will never happen.
Scopes needs to be only present on some weapons (cover ops).
Scope/red dots for everybody would slow the gameplay (like iron sight).[/QUOTE]

SD said its going to happen :frowning:


(Erkin31) #7

Nooooooooo :frowning:
For every mercs ? Scoped weapons on ETQW were ok.


(acQu) #8

@3:19 when in slow motion: notice the impact of the bullets in sand? One of these bullets goes right through the guy (the first of the two last ones before the bullets hit the brick again).

I think this is great proof :slight_smile: great material!

EDIT i looked more closely. Maybe the last bullets are spread? I don’t think so actually, but i give it the benefit of the doubt.

The rightmost bullet which lands in sand is also suspicios. I mean, i would say that the moment the bullet was fired was the moment when the crosshair was right on his body. The splash is barely noticable in this video though, but it can be seen.

Also spread? And the bullet flies right above his head?

A great testing scenario actually would be to make a build of the game where each bullets path is shown as a small lazer flickering during gameplay. So more of these great videos can be created, and this core problem can be finally tracked down and fixed … or what would be even cooler, to have it recorded, and you just set some sort of client cvar during replay mode to enable the lazers. Not sure though what a replay would mean for client representation, maybe this is not so good though, i would go for a full out testing build :slight_smile:


(Bitey) #9

So I watched this video and felt the need to explain away every single bullet point that had to due with missing shots. As well as hopefully provide a soultion as to how to fix the errors on the field! :smiley: Consider it Xtra Coaching on how to improve on the small mistakes being made. Also below is an explantion of why you might feel “Glitches” from the game too.

0:45 The bullets miss due to the crosshair being shaken after a bullet has impacted you’re sides. As you can see the crosshair shake causes the misses and most of the bullets are still traveling towards the center. Which for the most part is over his shoulder or around his sides. Never at the actual model.

0:59 Sometimes in video games because the magic of ping, interpolation, and fair game you will be rewarded with a noreg because to the server you’re already dead.

1:30 is an example of over correction then a case of under correction. The real issue behind it is due to how the brain proccess A-D dodging movements. You can see that you’re slightly behind the target for the majority of the fight, the real key to this would have been to pause firing then reacquire the target. Instead you unleash the full flurry of bullets, but the crosshair just wasn’t lined up :frowning:

2:29 I’m not sure if you’re reffering to the shot you fired at 2:27 The crosshair simply wasn’t lined up yet while playing back at 1/2 speed so that’s more of a user error of taking it early. The 2:29 shot was actually pretty slick I must say, it’s a shame a rhino has 200hp

2:43 looked like a case of not lining up the shot. Sparks has a faster base speed then your medic, so that you’re mainly trying to strafe aim when in reality you’d want to compensate with additional tracking. Remember that the female classes have a faster basespeed then males so only relying too much on strafe aim, and not enough on tracking led to this issue. It’s another case of under-over correcting before finally being able to get that kill shot on a lineup of the xhair.

2:47 In this example you jumped over into an extremely dangerous situation who’s undeniable final outcome was DEATH. The reason the person had never gone down was simply due to not lining up the crosshair. Not to mention you’re diving into a firefight where if any other enemy shoots you they will also shake your aim due to bullet impacts.

2:55 The bullets did their job in this instance however if you look at it 1/2 speed you see that you simply started shooting early. You expended more bullets because when you iniated the fight you weren’t quite on target. Then at the same token once you ended the fight you were still shooting another few extra rounds.

3:01 in this firefight the croshair only for a few brief moments lines up over the target. So while you are hosing bullets down range, it’s not being aimed directly at the modem so that some of the shots are missing. There weren’t any no-regs in this situation each blood spatter was tied to a blip of hit confirmation sound. Bullet impacts are played after bullets hit locations, and it’s a short animation.

The one thing that might be going on, is that for the perceived issues you have or the feeling of “glitches” that actually might be a true case of something besides hit registration. You might actually be seeing client prediction errors or other small hiccups from the general mysteries of modern internet game networking. There were a few instances where an A-D strafe seems to stop without animation and start going to the left.

I believe that that honestly is the cause of most of the misses due to the extra crisp ground friction and the animations assoited with A-D movement. Looking at how fast a model can shift from right momentum to left might be causing more trouble for people then you think. It could actually be an issue worth invistigating or perhasp creating a new animation for the modems whenever they do an A<>D transition.


(spookify) #10

True True I just wanted to get a video out there. I didnt take a video and edit it to make me look amazing. I could… Or I could give Pix a bunch of video’s and cash to make me look awesome haha but I didnt and I wont… Well I might haha…

I just posted a video of one round of my game play to point out some issues…

Thanks Bitey for your feel back.

I just wanted to say something feels odd…


(Talespin) #11

Thanks Bitey for your feel back.


(Kl3ppy) #12

Good to see that someone else is having the same issue like me :smiley:


(INF3RN0) #13

hugs and kisses


(FireWorks) #14

How do i get the Sawbones with Vassili scope? Id like that one too:)


(Glottis-3D) #15

lets feel each other’s back!
<333


(Kl3ppy) #16

[QUOTE=krokodealer;499094]lets feel each other’s back!
<333[/QUOTE]

that does sound a bit gay


(Glottis-3D) #17

:o

oh noooozz! :slight_smile:

back on topic:

Spookify, can you record a good example of unhit, on the EU server.


(Mustang) #18

He is NA, why make things deliberately worse?


(Glottis-3D) #19

so that SD can adjust the netcode?
it is far from great, imo


(Rex) #20

facepalm