Jump To Lightspeed Archive
Thread: Let's talk about bugs baby!
Message Edited by gavan on 10-27-2004 07:31 PM
Message Edited by Giolon on 10-27-2004 07:50 PM
So now what do I do?
Grendel
Message Edited by LaryLizard on 10-27-2004 11:46 PM
SWG-Swede wrote:
Was this against all sorts of different ships or just against TIE Fighters? And it only happened while you were in your Y-Wing, not in your Z-95 correct?
SWG-Swede wrote:
snorbarnet wrote:Ahh.... Swede... it's nice to see you outside of the Beta boards. I hope more of the Devs follow your example and start interacting more directly with the community. Keep it up.Två tummar upp! Alltid bra att veta att nån har koll på läget där borta.Oh... and as Vicotnik mentioned: you're sure it's not the top/bottom invulnerability bug?Thanks Jarood, I plan to keep it up. I can see why some of the designers are scared to post on Live though. In Beta everything was really constructive and so far I've had a lot of constructive posts here too but some of the PM's I've got would have given a fragile person a stroke I think. Oh well, I will keep trucking.
It may be the targeting box, I'm not sure. My area of expertise for those that doesn't know me from beta, is the Rebel missions in JTL and world building, I'm not too familiar with the targeting boxes etc. I could have sworn that the A-Wing small targeting box was fixed last week of beta but I will confirm.
If it was the targeting box, everyone should be seeing it, not just some folk.
Between 11am and 3pm eastern, I did all of 1111 pilot in the starter tie. I noticed the invisible bolts right off, but by watching for damage animations (and moving my target-info box to where the crosshairs were so I didn't have to look at the corner of the screen), I could see visible damage, and the %age counters on the info box decreasing. Those not used to seeing bolts come and go might've thought they were missing when they were hitting, and those flying the z95 have ALWAYS had problems with one or the other (or both) bolts on the widespread wings going past Tie targets.
Btw: For those mentioning the Awing hitbox, THAT got fixed about four days before the end of beta. The amazing-super-speed-and-maneuver of ALL NPCs is still in though. It irritates me that it's more or less impossible to outrun an opponent now, because their ships are faster WITHOUT boost than anything that can be player built.
But that's not a bug, it's just a poor (IMO) design choice.
Giolon wrote:Further info on the invicible TIEs:What it appears to be is that the laser graphic and "hitting armor" sound are miscalibrated with what is really going on. If I shoot a little behind the lead indicator, it looks like my lasers are completely missing the target, but the little explosions appear indicating and registering a hit. If I adjust my shooting closer to the TIE so it looks like I am hitting the target, I get the "hitting armor" sound, but no explosions and no damage is done.I can now reproduce this phenomenon completely consistently, both the "missing" hits and the "hitting" misses.Message Edited by Giolon on 10-27-2004 07:50 PM
One thing that came up in beta that SEEMED feasible (never got confirm/deny from devs) was client/server syncing and lag.
The shield animations are done client side. The explosions and stuff flying off of the target happen after the server tells you you did damage.
So if you're lagging, or have significant latency, your client thinks you're 'hitting' because you're shooting the projected path of the badguy. So it draws shield flickers. But the server thinks the opponent is in a different place, and is seeing misses when you think you're shooting dead on. So it sends no damage messages back, and doesn't decrement shields/armor/condition.
This was a reasonable description of why it was so much harder to shoot tops/bottoms of ships. When they're 90* to you, the position change is at the most extreme (the amount of arc they cross in relation to your viewpoint, per second). So when it's flying across your view, the latency has its biggest effect on the client (its positioning may be a heartbeat behind, meaning if you shoot where the client thinks you need to, you'll actually always miss). That'd be why shooting AHEAD of the 'lead' indicator can have bolts fly past the target but explosions come off of it anyway (client thinks it missed. Server registers a hit since the bolts went through where IT thinks the enemy is, so it sends back a 'you hurt it' to the client to draw an explosion, and decrements shields/armor/condition).
They did some things to make it happen less, but it never went away even in beta. Tailing or head on positions were a LOT more likely to get sync between client and server, crossing shots were always more likely to register incorrectly for the player unless the player compensated themselves.
Just a thought, it matches what I've seen, but hasn't been confirmed as an issue.
This is making some of the nuetral missions harder than they need to be, cause I'm getting shot by 3 of these while following one forever wating for a good shot.
i can only see maybe one laser fire in about 30 attempts, i can HEAR them, but not see them, every now and then itll work for a blast or two...this is using the free ship from the Smugglers Alliance trainer on the first mission attempting to shoot commerce raiders...
help
Message Edited by Sergia on 10-28-2004 12:34 AM