Why are interactions not instant?


(yuval152) #1

It’s something that has been bugging me since I got the game,its very annoying to hold X and wait few secs to throw a revive syringe while you’re on the batllefield, your basically a “sitting duck”.(easy target)

or when you’re reveing someone and a hostile comes,He can just kill you and you’re downed buddy.

Or when you hold X to buff someone and a enemy comes at melee range while buffing and you’re low on health,it hold you for 3-2 seconds which is enough to get killed.


(lobster) #2

No, it’s not just you, the system is pretty bad at times. Sometimes the buff icon prompt won’t even come up for a few seconds, leaving you awkwardly moving around trying to get it to detect your presence. Also, the detection for passing supplies and buffing is also very bad. For instance, at the start of a round, when trying to buff so meone directly in front of you, it picks up the guy all the way at the front of the pack and chases him down. You then have to lose focus and again, awkwardly move around trying to detect the nearest teammate.

Then there is the false delay also, which is a bit harder to explain. When you press and hold a button to buff yourself, cap a point, lay down a sentry/mine, etc., it doesn’t give you any feedback on the hud making you think it’s not working, the minute you let go of the key to try again, it begins.


(1111) #3

It’s annoying when it doesn’t work like it’s supposed. Sometimes I hold X for like 3 seconds and nothing happens etc.

or when you’re reveing someone and a hostile comes,He can just kill you and you’re downed buddy.

But this is just a part of the game in my opinion. There’s a risk to everything. At least in Brink you don’t have to stand there reviving your buddy, you can just throw the syringe and the rest is up to him.

Or when you hold X to buff someone and a enemy comes at melee range while buffing and you’re low on health.

So? Don’t buff at low health if you don’t want to risk dying. Should you be invincible when you’re buffing or what are you after?

Or There is a way and I’m just being stupid.

It takes like one and a half second to buff or throw a syringe in this game. If you happen to die you’re just unlucky.


(yuval152) #4

[QUOTE=1111;368745]It’s annoying when it doesn’t work like it’s supposed. Sometimes I hold X for like 3 seconds and nothing happens etc.

But this is just a part of the game in my opinion. There’s a risk to everything. At least in Brink you don’t have to stand there reviving your buddy, you can just throw the syringe and the rest is up to him.

So? Don’t buff at low health if you don’t want to risk dying. Should you be invincible when you’re buffing or what are you after?

It takes like one and a half second to buff or throw a syringe in this game. If you happen to die you’re just unlucky.[/QUOTE]

My problem is the time that is required to hold X,the system is bad but that’s old news.

While holding X even if you stop it in the middle it continues to wait the 3 seconds to throw/buff.


(1111) #5

Yes, the detection while buffing for example isn’t always the most accurate and can be buggy, but it doesn’t cause me the most trouble while playing and works well most of the time. I cannot speak for all players, tho.

They should’ve coded and tested it better (maybe it’s about the internet connections after all?) but you should know the risk you’re taking if you start buffing people while having low health and enemies coming your way. I assume you’re playing a Medic so 90% of time when there is you, a downed person and an enemy, you should finish the enemy first before reviving your friend if you’re not 100% behind a cover yourself. Otherwise you’ll just give the enemy two kills.


(yuval152) #6

[QUOTE=1111;368755]Yes, the detection while buffing for example isn’t always the most accurate and can be buggy, but it doesn’t cause me the most trouble while playing and works well most of the time. I cannot speak for all players, tho.

They should’ve coded and tested it better (maybe it’s about the internet connections after all?) but you should know the risk you’re taking if you start buffing people while having low health and enemies coming your way. I assume you’re playing a Medic so 90% of time when there is you, a downed person and an enemy, you should finish the enemy first before reviving your friend if you’re not 100% behind a cover yourself. Otherwise you’ll just give the enemy two kills.[/QUOTE]

Even If i have full health the game won’t let me stop the waiting time,I can just put a target sign on my head.


(Kurushi) #7

I know what you mean but I guess the lock on was on purpose to use as a speed boost. Some kind of compromise would be nice


(Stormchild) #8

That’s because it’s a team based game and it means you should rely on teammates to cover you while to attempt the action.

As for reviving and buffing, I guess I understand your point, these could be more “instant” isntead of having to hold the button not because there is a progression bar, but because otherwise the animation stops before the end.


(Exedore) #9

This is our view, but unfortunately poor latency can make it more punishing than we intended.


(Bauer) #10

Is it going to be fixed? It’s annoying to have the same animation take varying amounts of time each time, making it hard to decide when to use your abilities as you can never be certain it will work as intended.


(Bauer) #11

Another question, why do the devs answer one post basically every 10 topics then leave the thread without actually contributing anything most of the time? Prime example would be right here. :rolleyes:


(nephandys) #12

This topic was already discussed ad nauseum with devs included (They actually requested the feedback/thread) here.


(Bauer) #13

[QUOTE=Exedore;361019]Thanks for the input. It is indeed made worse by poor latency, as the interactions are actually driven by the server. But even with a fast connection, there is a maximum update rate to mitigate lag (one of the initial issues on release).

We’re looking at how we can optimize this for dedicated servers on PC.[/QUOTE]

Thanks for pointing out the thread, shame the conclusion the dev came too was trying to fix the problem on PC with no talk of PS3 or 360. Any word on progress with this issue then as it’s been in the game since release.


(wolfnemesis75) #14

Interactions not instant when it gets ya killed. When you’re able to take your time, interactions can be tolerated, but in the heat of battle when any tiny hesitation of the X circle popping or handing out the candy to the wrong trick or treater happens, frustration. Some of its the nature of the beast. In a tight situation, things go wrong. But that’s not an excuse. Everything should happen exactly when I meant it to. Some of it is the lock on and run over to somebody mechanic, and the downside of trying to make the interaction accessible to a beginner level player. Once you have the knack, you can usually know how to hand out stuff. Everything could have been designed as a throw, but could promote camp-like play. Never enter the choke point, just throw out stuff from far away. Maybe make it so the UAV can go around sprinkling candy to everyone. Ha ha. j/k.

Glad I don’t do the programming. Easier said than done. :slight_smile:


(Bauer) #15

[QUOTE=wolfnemesis75;370398]Interactions not instant when it gets ya killed. When you’re able to take your time, interactions can be tolerated, but in the heat of battle when any tiny hesitation of the X circle popping or handing out the candy to the wrong trick or treater happens, frustration. Some of its the nature of the beast. In a tight situation, things go wrong. But that’s not an excuse. Everything should happen exactly when I meant it to. Some of it is the lock on and run over to somebody mechanic, and the downside of trying to make the interaction accessible to a beginner level player. Once you have the knack, you can usually know how to hand out stuff. Everything could have been designed as a throw, but could promote camp-like play. Never enter the choke point, just throw out stuff from far away. Maybe make it so the UAV can go around sprinkling candy to everyone. Ha ha. j/k.

Glad I don’t do the programming. Easier said than done. :)[/QUOTE]

What are you on about and who are you replying too?


(SinDonor) #16

I think he made some valid points and he’s replying to the thread.

He’s probably on a mixture of fine scotch, cereal, and Prozac. A winning combo in my book.


(MrFoxer) #17

This is probably one of my biggest gripes in this game, I can spend up to 8 embarrassing seconds trying to revive my teammate, then I just end up wasting my lazarus instead, because I don’t want to put up with that.


(V1cK_dB) #18

In previous SD games you had to give cover too. They also were “team based games”. I don’t remember being able to shoot people while I gave out ammo or health packs. Sometimes you can think about things too much and basically make something that worked just fine too sloppy. This is exactly what happened here.


(sanDIOkan) #19

make it instant. these are negative innovations.
Anyways while u revive or give packets u cant shoot… so your latency just slow down the game.
Same for the magic button. I have to keep it pushed and pray that the pg doesnt run away to do another action


(DarkangelUK) #20

[QUOTE=sanDIOkan;370660]make it instant. these are negative innovations.
Anyways while u revive or give packets u cant shoot… so your latency just slow down the game.
Same for the magic button. I have to keep it pushed and pray that the pg doesnt run away to do another action[/QUOTE]

I believe the way the mechanic is implemented it’s impossible to be instant, something about the request routes via server then to client, so it’s restricted by the latency between 2 interactions. And of course there’s travel times over internets for the console users.