Things i hope will change in 2018.


(ragnak) #1

Its going to be probably quite a long post but i will try to keep it as short as possible. So, i play DB since closed beta, have almost 170 level and just wanted to drop most of the issues i still have with the game. I wanted to make that thread in early 2016 but by then i thought that DB is done for since there was no meaningful development going around so i kinda gave up, now that i can see some changes i did regain some faith so might as well share it (sadly it seems that only shoe read the official forums but you never know). Anywho:

1. “NETCODE” (i know its not a proper term for everything, but for easy of use i will use it most of the time)

Okay, we all know that there are some server issues, we all know that there are some routing issues, but there is something that makes netcode inconsistent, something i cant really put my finger on. It also seems that not everyone is affected in the same way, making it quite hard to find the issue when not everyone seems to have it. I will just try to explain what i have problems with overall, while explaining clips from video below.

Last time when i felt that netcode was “perfect” (not really but as close at it can possibly get with client side hit detection) was kira/rhino patch and everything went into randomness since fletcher patch. I feel that there is some big issues with prediction, like your/enemy position isnt reported correctly (which would explain trade kills with hitscan weapons, excessive warping, dying deep behind walls etc), giving you less or more time to react depending on which prediction spectrum you are, it just feel that sometimes EVERYONE have great reaction time, while other times it feels like everyone is slow as hell. There are just times that game feels super sluggish, which i would normally blame on input lag but i have no idea what would make my game have input lag on one day and no input lag on another (+ i dont really feel like there is any). At times it feels like i am playing on ping 200 while having 40, it just feels wrong.
I also can hit people even when they are already behind wall, without actually hitting their model, as if their hitbox is lagging behind which didnt happen in the past. Character models also seems to have issue, hard to notice by naked eye but strain your brain pretty hard. Legs tend to change direction instantly, as if they were missing animations, models tend to shrink to dwarf size for 1 or 2 frames, you can get shot by someone that looks as if he is having defibs/medpack/anything that isnt shooting out while still actually shooting you with a gun. There is only one thing i could ever find to explain that insane feeling of lag at times, which is hitmarkes/hitsounds reporting after 4 frames delay instead of 3 like it was in the past, but even then it shouldnt feel as bad.

Aside from that, i “trade kill” with hitscan weapons almost every time i play, even when both players have around 40 ping. I am going to be honest, even on high pings “trade kills” with hitscan weapons shouldnt happen. Very rarely do i find a game where you can actually trade kill with hitscan weapons (like i never had even 1 such trade in paladins and afaik they use the same engine), let alone as often as in DB. Another issue that is related is ignored damage, the one you deal just before dying but its getting ignored because according to server you was dead at the time, i dont think this is acceptable with hit scan weapons either. Aforementioned issues is also why i think prediction currently is wonky, it just feel like i get more damage in duels than i should get, while dealing less than i should, at times, if that makes sense to anyone.

Another “big” issue is warping. I dont know why there is so much warping in db, this just doesnt happen in other games on that scale. I rarely play a full round without at least seeing 1-2 of it, a lot of the time there will be someone who warps a lot (even on low ping). I understand that you can have low ping while having lag spikes/fps drops/packet loss(which happens on route to london servers, at least going from Poland) but DB dont deal with those issues correctly, its especially visible with bodies that like to swim around. In any case i think that “netcode” is one of the weakest part of DB and i hope its going to get fixed, going to leave 6runk comment below about “network issues” from reddit in case someone missed it (especially that this comment made me a lot more hopeful that “netcode” will get more consistent in the future):

Now onto the video: >! https://www.youtube.com/watch?v=O0_xXGE9t3E

clip start at:

a) 00:00: Looks wrong, i shouldnt get that second hit, even if rng was with me and it somehow would hit the leg i still couldnt see the model. It wasnt delayed, i did hit him when his model wasnt visible.

b) 00:10: Look at the legs, it either miss some animation frames or prediction have a stroke and cant decide where he is moving.

c) 00:17: Micro warps and if you pay attention you can see how enemy model turn into a dwarf for a very short time. I couldnt really tell what is happening when i played (my brain was melting at the time, couldnt keep my tracking at all) but it felt so wrong that i recorded it and after watching it again there was a ton of wrongs with it =/.

d) 00:33: No cheats involved. Bullshit is the best comment i can give, gladly things like that rarely happen (unlike others i explained so far).

e) 00:46: There are some microstutters visible, not sure if i actually had them when i played or if its video artifact. In any case, i feel that hit registration was way too slow in this case.

f) 01:06: Ignoring my wooden aim, this just felt and look wrong. I couldnt kill anyone that game, it just felt like i am behind everyone on the server =/.

g) 01:22: Classical teleporting skyhammer.

h) 01:31: Some server lag. Normally i would ignore it since servers tend to have a stroke at times but what did bother me is that it looked like not everyone was affected, just some people. Could probably be explained by routing issues from some regions or it just looked strange from my pov.

i) 01:48: Another game where i felt that i am behind whats happening on the server. Kill confirmation came way too late, it just felt terrible.

j) 02:05: After server lag phoenix just decided to shoot me with a pistol, but in reality he was shooting smg. Did i mention that there was no shooting animations as well? This actually happens quite often, even without server having a stroke.

k) 02:19: Two of my shots are getting ignored. I understand why it happens but it happens way too often for too many bullets. As far as i remember everyone had a decent ping in that match.

l) 02:28: Headshot is getting ignored, gladly this actually happens rarely.

m) 02:48: Just a warping kira, whats extra frustrating that her body was also swimming. Both of those actually happens super often, just not in tandem.

n) 03:28: I am not actually sure what happened here. That skyhammer could hear me i guess BUT you can see bullet trackers (that are kinda glitched) while it doesnt seem like he was preshooting. What i think happened is that prediction placed my model on his screen before i actually was there but then warped me back (which would explain why he stopped shooting). Afair it was some new player but his reaction time in this situation was quite impressive, thats why i believe that prediction was screwing me over in that situation (and just overall seems to happen a lot). Then again it might just looked strange.

o) Rest of the video is just compilation of more or less derpy trade kills. If i recorded every single one that happens i could put thousands of them there, this just happens WAY TOO OFTEN.

2. AUDIO

Now, this is something that is easier to explain or prove, gonna try to keep it in short format (will also provide video below, wont explain it since all of the situations should be obvious):

a) Missing sounds: gunshots can die out (most often on shotguns, smg, revolvers but i believe it can happen to anything), the same can happen to abilities (proxy mines are a good example here).

b) No vertical cues: Doesnt matter if someone is in front of you or above you, he will sound the same (unless he is few meters high, then it will sound as if he was far away and thats about it). Underground is overall good example how broken vertical audio is.

c) Almost inaudible footsteps: It was better in the past, right now i dont even try to hear them unless its dead silent. Everything seems to muffle footsteps even when far away.

d) Explosives muffling almost everything else: Audio for explosives isnt exactly super precise while it muffling sound for most things, even when explosion happens on the other half of the map. Its especially frustrating with air support abilities that dont really inform you well enough where will artillery/airstrike hit while killing other sounds for you, twice as annoying.

e) No sound depth: Everything either sounds close or far, like there is no spectrum in between.

f) Walls dont seem to affect sound consistently: Some walls make things quieter while others doesnt seem to do anything, making it very confusing at times.

g) Abilities balanced around sound are kinda stronger than they were designed to: Proxy mines that arent audible is a good example here. Javelin rocket will also very often not generate any sound (even for the user, especially when you try to shoot it fast after switching). Kira laser is just some background hum that is hard to localize, super frustrating when something you can barely hear insta gib you. Revive sound is often too quiet/non existent, mostly an issue with sparks when you cant even hear that she revived someone behind you. I already mentioned artillery/airstrike being not as precise as they should be. Phantom being inaudible while using cloak, happens more often than you think.There is more but you get the picture.

h) Bad separation: Overall, when there is more happening on the screen everything just start so sound like a blob of sounds, if very hard to tell what is happening from sound alone. I think the biggest culprit here is explosives but even without them it can turn into a mess fast.

There is probably a lot more that i could point out but this is already getting a bit long so you get the picture ;p. Video below, if you arent sure whats my issue in some clips just ask away, i will explain:

! https://www.youtube.com/watch?v=67iUk3xgFbk&feature=youtu.be
!


(ragnak) #2

3. LONG LASTING ISSUES

While most of those arent as important as things in point 1 and 2 those are some things that tend to piss me a lot:

a) EV hitbox: I know SD knows, but i am still confused on why it worked in the past and why it doesnt work now and they need to spend like 1000 work hours to fix it, so they wont fix it anytime soon.

b) HUD/Objective markers: This one piss me the most, especially on EV. Why is it so hard to make objective markers semi transparent? People ask for it for at least 2 years now, i just dont understand. Medpacks/ammopacks etc also tend to block vision for whatever reason or how javelin have both revive/ammo icons on her when she is downed so you sometimes dont know if she actually need help or not (when you cant see her body). Overall hud need a lot of help, since its badly placed and a lot of icons tend to block vision for no good reason at all.

c) Fletcher stickes: It might not be super important since its one merc but its kinda annoying that 3rd sticky is almost unusable because it will always switch back to your weapon after throwing. It worked in the past, same as ev, why its so broken now that it cant be fixed? I understand that its linked to weapon switching bugs that supposedly needs a system rework which would take a lot of time but still, this is important and should happen faster (we heard about weapon switching rework for probably over a year now and still nothing :frowning: ).

d) View kick: Was going to put it in its own point but might as well put it here since a lot was said about it already. I dont like it, no one seems to like it, no one asked for it, why is it still here? Can we at least get the version of it before phantom patch? Its kinda super annoying when your screen shakes like mad when you are getting hit from shotguns even when they deal low damage, but with a lot of pellets at the same time. There is a lot of inconsistency with it.
**
4. MERCS/WEAPONS/GAMEPLAY**

I wont really focus on balance, this at least seems to change lately, but i will focus on design/QOL changes i would like to see.

A) Healing station: Okay people might argue here but i absolutely hate healing station. Not only does it make defending easier, it turn the game into game of bunkers, no other merc in the game have as big impact on the game as healing station. Its extra annoying because aura is weaker for attacking. I just dont like cockblocks and she just create a lot of them. It could heal less in combat but still i dont think it solves the problem, sadly i dont really have any clever idea how to solve healing station problem, but i am not happy with it and probably never will be.

B ) Spread rise after sprinting: Why is it in the game? You cant shoot when sprinting, adding more spread after sprinting seems kinda random and doesnt fit the game at all. Most people probably doesnt even know that spread is higher after sprinting, its just something no one wants and no one asked for. Just get rid of it please.

C) Recent weapon changes: Look, i like what was changed in recent balanced patches, what i dont like is how it was changed. Horizontal recoil is probably one of the worse things to add to the guns, just make them feel random, bad to use, so is spread. Could we focus on vertical recoil/rof/damage/magazine size etc first before putting more horizontal recoil on everything please?

D) Javelin: Oh boy, people not gonna like it. Rocket launcher suck, so does her ammo belt. I think it was a mistake to put javelin in fire supports, it just confused people, the worse thing is that there are still a lot of people that think her rocket launcher is overpowered even when its already bad. I would get rid of that acceleration, it honestly feel bad (even if you really insist on nerfing something else instead) and i would change guided mode to hold to use instead of toggle, at least then i see myself using guided because right now i dont even want to use it, ever (okay, maybe sometimes, but almost never).

E) Rhino: He really needs a rework. He is just so obnoxious to deal with, at least twice as obnoxious when on healing station. I just want him to require something more than positioning and a pocket medic, right now his skill celling is almost at floor level, i hate that.

F) Arty/Kira: I know its not something new but targeting their abilities needs help. I hate all the bugs that break targeting, or how view kick break it, its just extra frustrating. Can we change it to something less pixel perfect please?
Another issue is that both of their abilities need to be more obvious, especially for kira. Sometimes i do see laser pointers coming from them, but very rarely. I dont know if its bugged, or if there is some strange interaction with it and the walls but i should be able to tell that i am going to die, right now most of the time i just die because i dont know that something will instantly kill me in a sec, i dont think this should be like that(especially for kira, since there seems to be no warning that she is casting her ability as long as she is targeting a wall). Even if it means buffing the abilities in some way, i just want artillery/laser to be obvious (kira should at least generate some sound when casting) and not something you couldnt tell is coming.

G) Less smoke for spamable explosives. I dont mind smoke on something that happens once a minute (say skyhammer airstrike) but nader/fletcher spammy abilities shouldnt generate as much smoke. Its a minor issues for me but i hate it when i play as nader/fletcher as much as when i play against them.

H) Better customization: I think that weapon skins were a step into right direction, but i dont think its enough. I said that in the past and i will say it again, i want to pick my own augments, i dont want them to be locked to the skin. I understand that at this point it probably wont happen but there are a lot of augments that i love to use but cant because said merc dont have access to it (like tough for light mercs, or even guardian to my surprise). It would be amazing if i could create merc card exactly how i want it. Different merc skin, different weapon skin (after picking weapon that i want), different secondary skin (again after picking), different meele skin (this will probably come, with 0,001% chance for cobalts:p) and 3 augments that i want. People will argue that it could break balance, but honestly every merc have 1-3 “best” cards anyway, and even if there were some “broken” combination it could be fixed. Its just something i want, not necessary what game needs, but at the very least it would make DB feel fresher.

I probably missed some important things, but thats just from the top of my head. I just hope that 2018 will bring us most needed fixes and not just new content. New content with old issues just isnt very enjoyable for very long :(.


(n-x) #3

2 b) yes, please fix that. I know it is not a big thing, but it annoys the shit out of me. Maybe add to audio problems the wrongly announced first objective. It is such a small thing but immediately gives the game such an unprofessional impression.

3 a & b) I agree with you there. These are maybe the 2 most obvious flaws in the game and should have been dealt with ages ago.

3 d) I really dont understand why this is in game either. In a match of skill there should be as little randomness as possible, imo.

4 a) I actually dont dislike the healing station as much as you do, but I see, what you mean with your “bunkers” comment. For me this moment came with Turtle and Guardian. In my taste, before those 2 a healing station was a mini stronghold, where the enemy could flock together and creat a strong defensive position. At the same time they risked to get annihilated by a well placed frag/molotov/arty strike/airstrike/rampage nader. This risk got really limited by those 2 mercs. But I digress. A solution to your problem could be, increasing the heal rate of the station but make it like a huge medpack, meaning, damage cancels healing. This way, you would eliminate those strongholds and at the same time you would still have a constant health source further back on the map to which you could run back to heal up.

4 d) I actually dont care if Javelin is OP or UP or whatever. For me she is just the pinacle of cheezy OHK. A roided up Shotgun Proxy. When she was released it was the first time since I started this game (2.5 years ago) that I took a longer break from playing DB. She is overall just completely obsolete. Her ammo ability is useless, Stats wise she doenst bring anything new to the table (not like e.g. Phoenix who closed the gap between the squishy healers and Sawbonez). It is just her rocket ability. She should have never ended up in the game.


(GatoCommodore) #4

@ragnak you better post this in reddit because the people in here are minority.

i think devs and players are more active in reddit than in here.


(FalC_16) #5

@GatoCommodore said:
@ragnak you better post this in reddit because the people in here are minority.

i think devs and players are more active in reddit than in here.

Well to hell with reddit. I am for instance only active here. This is a proper forum i dont know why SD abbandons this place so much. They even emphasise this forum for underground rework in order to collect feedback ffs


(fubar) #6

@FalC_16 said:
This is a proper forum i dont know why SD abbandons this place so much.

Because it isn’t. The SPLASHDAMAGE forums is the proper forum. This place was merely created because nexon decided they need to be a special snowflake and have their own place.


(Eox) #7

I’m only going to argue on the point made about Javelin so far.

The issue with Javelin is that her rocket is mostly used as a tool to cheese 1v1s. Some people only keep it to score a cheesy frag on the most fearsome dude in the enemy team and then concentrate on the rest of the cannon fodders. Either way, 1v1 cheese is the reason why Javelin is so hated and considered as an overpowered merc by a lot of more casual players. I have to admit that I am not very fond of Javelin as well, though I wouldn’t go as far as calling her OP. The rocket is basically Stoker’s molly before the direct damage nerf, but far worse. We need to raise the impact of Javelin’s rocket while decreasing its effectiveness when it comes about 1v1 cheese.

I don’t think she should recieve a straight buff, but improving the impact of the rocket (by widely buffing the AoE for exemple) in the game while nerfing the CD quite harshly could be an improvement. The rocket would happen much less often, but allow for very impactful teamwipes. Then we can nerf her ability to use the rocket in 1v1 scenarios by preventing her from jumping when the rocket launcher is being primed, and maybe raising the charge up time a bit further.


(B_Montiel) #8

Servers need proper maintaining with regular restarts; they seem to wait the crash to reboot them. That’s an old issue due to UE3, the servers tend to get wonky over the time (a memory leak of some sort), and there’s nothing to do except restarting them regularly. Nothing surprising here it’s always been like this with UE3 binaries.

That’d be interesting they actually work on the refresh rate of their servers, and put actual ping limits (140 would be fair engouh) on their server because high ping generally worsen the situation for everyone else.

By the way, they’ve unlocked the fps limit to 300, I’d be interested to know how they’ve done that. On UE3, every single other game I played on that engine was fps-capped at 120, because over that limit, you started to have weird and desynch-ed anims and weird things happening on servers. Same thing here, they’re some engine limits to seem to neglect and those can provide their lot of issues in-game.


(K1X455) #9

You can see how bad the net code really is when spawning. As soon as the “Press Spacebar to Spawn” appears, you’ll notice unsynchronised spawning of players due to server processing lag.

There are other things like client hits that doesn’t register to the server and client kills that register to the server 3 seconds late after you die between gunfights.


(pumpkinmeerkat) #10

Yes, all the things please - 1 and 2 in particular. Thanks for posting o:)


(phobiatic) #11

First of all, thanks for the nice post and detailed video.

Have same experience as you, the later patches really added a lot of delay and netcode issues to the game. To a point I no longer enjoy the game since it is now a RNG shooter where you don’t know if your shots actually register or if you are safe behind cover. Add to it that there is no ping limitation and you only make the problem even bigger.

They really need to pay attention to point 1 and 2. I don’t see this game getting any success if they ever want to release it if they ignore these points. There are a ton of F2P shooters out there and having a bad netcode and animation will put this game in a bad state at launch. Balance can be worked at but the core of the game should be solid at all times and not getting worse the more patches come out.


(ragnak) #12

@n-x said:
4 a) I actually dont dislike the healing station as much as you do, but I see, what you mean with your “bunkers” comment. For me this moment came with Turtle and Guardian. In my taste, before those 2 a healing station was a mini stronghold, where the enemy could flock together and creat a strong defensive position. At the same time they risked to get annihilated by a well placed frag/molotov/arty strike/airstrike/rampage nader. This risk got really limited by those 2 mercs. But I digress. A solution to your problem could be, increasing the heal rate of the station but make it like a huge medpack, meaning, damage cancels healing. This way, you would eliminate those strongholds and at the same time you would still have a constant health source further back on the map to which you could run back to heal up.

Making station heal for less when in combat is pretty old suggestion, no idea why SD didnt try it yet. With that being said, it doesnt really solve the issue of aura being quite a bit weaker on attack, but i guess its not a huge issue anyway.

4 d) I actually dont care if Javelin is OP or UP or whatever. For me she is just the pinacle of cheezy OHK. A roided up Shotgun Proxy. When she was released it was the first time since I started this game (2.5 years ago) that I took a longer break from playing DB. She is overall just completely obsolete. Her ammo ability is useless, Stats wise she doenst bring anything new to the table (not like e.g. Phoenix who closed the gap between the squishy healers and Sawbonez). It is just her rocket ability. She should have never ended up in the game.

At this point its easier to do pizza delivery and kill more than one person than do the same with rocket launcher, it is quite silly. She doesnt really bother me, outside of her rocket launcher sound being bugged as hell but at this point i would rather see her RL to be a stronger ability with longer CD, making it an even bigger waste to use in duels.

@Eox Most experienced players seems to suggest on making RL stronger with longer CD and i think its something worth trying, especially that it would make it weaker for cheesing duels. Right now her rocket launcher is a joke and i am not happy about it (but even so you will still see a ton of people whining about her which kinda piss me off)

@B_Montiel said:
Servers need proper maintaining with regular restarts; they seem to wait the crash to reboot them. That’s an old issue due to UE3, the servers tend to get wonky over the time (a memory leak of some sort), and there’s nothing to do except restarting them regularly. Nothing surprising here it’s always been like this with UE3 binaries.

That’d be interesting they actually work on the refresh rate of their servers, and put actual ping limits (140 would be fair engouh) on their server because high ping generally worsen the situation for everyone else.

Now that we talk about restarts, we dont actually know how often SD do that. Also i am not that sure if its restarts oriented issue.
Last time i remember “netcode” working mostly correctly was from 17 to 24 december last year after which it started to get worse and worse as the time goes by. For example today i could barely play, everything felt so insanely laggy and delayed, its just no fun at all while making the game feel random as hell. I also wonder if they actually restart servers for updates, since i had issues after updates and if we assume its an server issues i would image that it would work correctly for few days after each update but thats simply not the case :(.

@K1X455 said:
You can see how bad the net code really is when spawning. As soon as the “Press Spacebar to Spawn” appears, you’ll notice unsynchronised spawning of players due to server processing lag.

There are other things like client hits that doesn’t register to the server and client kills that register to the server 3 seconds late after you die between gunfights.

I would assume that unsynchronized have more to do with how spawn waves works in DB than anything (unless you talk about stopwatch, then i guess everyone should respawn at the same time). I noticed that a lot of new players that tried DB were often saying that the game felt “strange” without being able to tell exactly why they feel that way. I wonder if they feel that gunplay is delayed but since they didnt play DB when it worked correctly and just cant tell if its normal or not.

@phobiatic said:
First of all, thanks for the nice post and detailed video.

Have same experience as you, the later patches really added a lot of delay and netcode issues to the game. To a point I no longer enjoy the game since it is now a RNG shooter where you don’t know if your shots actually register or if you are safe behind cover. Add to it that there is no ping limitation and you only make the problem even bigger.

They really need to pay attention to point 1 and 2. I don’t see this game getting any success if they ever want to release it if they ignore these points. There are a ton of F2P shooters out there and having a bad netcode and animation will put this game in a bad state at launch. Balance can be worked at but the core of the game should be solid at all times and not getting worse the more patches come out.

Yea, calling hit detection random is the best way to describe it for now, it just feel wrong and inconsistent. Audio and netcode issues already pushed me away from the game for few months (mostly netcode, i can kinda deal with bad audio as long as hit detection is consistent). I really hope SD will start treating netcode issues seriously because so far it seems that they dont really care a whole lot. I wonder if directx and 64bit client could potentially help a bit, together with upcoming server fixes that 6runk mentioned on reddit, at the very least i hope so :(.


(B_Montiel) #13

@ragnak said:
Now that we talk about restarts, we dont actually know how often SD do that. Also i am not that sure if its restarts oriented issue.
Last time i remember “netcode” working mostly correctly was from 17 to 24 december last year after which it started to get worse and worse as the time goes by. For example today i could barely play, everything felt so insanely laggy and delayed, its just no fun at all while making the game feel random as hell. I also wonder if they actually restart servers for updates, since i had issues after updates and if we assume its an server issues i would image that it would work correctly for few days after each update but thats simply not the case :(.

We got the situation yesterday on the AIE server. Server crashed with 10 players around 10 pm yesterday. It was pretty wonky at the time. After restart, things definitely improved, not great but still improved prior to the crash. Less warps, rubberbands and delayed actions.

I definitely wonder what tickrate settings they’re aiming at and what their current server are to able reach. The worst thing in this field is asking too much on server and broadband which both cant handle the load.


(nokiII) #14

@B_Montiel said:
I definitely wonder what tickrate settings they’re aiming at and what their current server are to able reach. The worst thing in this field is asking too much on server and broadband which both cant handle the load.

Currently all servers run on 60hz. Smooth posted that on reddit some time ago, have fun searching if you need a source.


(binderr) #15

Netcode should be a priority, right now it sucks!


(B_Montiel) #16

@nokiII said:

@B_Montiel said:
I definitely wonder what tickrate settings they’re aiming at and what their current server are to able reach. The worst thing in this field is asking too much on server and broadband which both cant handle the load.

Currently all servers run on 60hz. Smooth posted that on reddit some time ago, have fun searching if you need a source.

Not sure if they run this steadily though.


(Nail) #17

min level obj servers