Pilot Archive

Thread: Quick focus: invincibility bug back?

Laeren
Mon Jun 27, 2005 4:02 pm
#14

I'm the one who approached Tomo yesterday and mentioned this bug.


Here's a FRAPS of several encounters with ships yesterday that had this bug.


Right-click here to download this vid


It's several mins long and about 27mb, but you'll see it happening several times. I also put my ship's stats at the beginning - it's hard to see but my 2 guns are 2900+ damage each. Should be cutting through these Tier 3's.






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Thoreson
Mon Jun 27, 2005 4:50 pm
#15

my ig husband and i were in ds last night in our g-wings we both got 7473 73 ypr engines and 3600+ max guns on both those bad boyz. flying in formation we broke off to engage a pvp target we both sat tthere and landed about 20 direct hits a piece on that xwing. if you can imagine 2 gwings orbiting an xwing at 74ish ypr landing direct hits , we couldnt do a single point damage only like -5% to subystems i mean seriously.

so the guy lands one hit on my hubby boom hes gone and barely hits me and boom im gone,

id like to think we got uber engines and weaps but geeeeze



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refleks
Mon Jun 27, 2005 5:06 pm
#16

Happens when I'm in a fast moving angle, dogfighting a scyk or other small craft, the craft will flash as if I hit the shields, but no percentage is taken of.




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padren
Mon Jun 27, 2005 5:24 pm
#17






Laeren wrote:

I'm the one who approached Tomo yesterday and mentioned this bug.


Here's a FRAPS of several encounters with ships yesterday that had this bug.


Right-click here to download this vid


It's several mins long and about 27mb, but you'll see it happening several times. I also put my ship's stats at the beginning - it's hard to see but my 2 guns are 2900+ damage each. Should be cutting through these Tier 3's.








This is definately not a new bug, its been a constant issue as long as I've been playing JLS, I can give my personal experiences but it is definately not limited to any type of ship.


Just a quick note, some of the misses are from tailing too close, but most are clear hits at enough distance to normally damage. For those hits, where the shields blink but the damage is not done, I can say this about it:

A) it happens in any ship and against anything so far, but I have never observed it against a capitol, freighter, or MPS.


B) From other posts, people seem to feel that the shield effect is a client side effect, while damage and hit testing is on the server. When the client and server are out of synch (due to latency most likely) , you see the client-side effect, but the target is not at that spot. If you are only a little out of synch, you may be able to change angles and get a hit path that works for both client and server side, if you are quite out of synch, its just completely invulnerable.


C) In my experience, when it happens on one ship I do no damage at all, and I cannot hit any other ship for the life of me. It appears there is a period of 'bad connection time' that does not report on the toolbar (that shows ms and lost packets) but effects all combat. It lasts for 3-5 minutes, then it passes, and everything dies quickly again.


D) It was really bad at times on the 2nd to last T4 Smuggler's Alliance mission, where you blow up kimos while esorting a freighter through Endor space. It was bad because kimos pop really easy and they need to to keep the freighter from being swarmed with multiple waves on that one, and not being able to hit anything for 3-5 minutes is killer painful to catch up after. This was many months back and I was flying a Kimo or more likely a Rihk I believe.


E) I get a steady 90-110ms while in space, sometimes as low as 84, according to the SWG display. I am yet to get a lost packet, even when I get disc/ed, lol. If anyone knows of better tools for tracking accurate ping rates in the background it would probably be helpful.



...I haven't tried this yet, but it may be worth a test to get the buggers who are invincible into a jousting condition, because in theory they should do a straight path at you and you'll have a firing solution regardless of the lag, as long as you start to fire before they get into range.




Thank you Tomo very much for getting this addressed. Has everyone seen the drunken bees? I can try to get a vid clip of it if that will help the devs, I notice it seems to be related to one's own PYR because when I upgraded to a faster turning ship all the drunken bees acted like they were on crack, and it lessens when I slow to the point of killing my manuverability.





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Starson
Mon Jun 27, 2005 5:28 pm
#18






Electro5 wrote:

The only thing that I have seen this bug on is the Royal Guard Interceptors that patrol around the Imperial station in Kashyyyk (NPC ships, not players).


I was using a Y-Wing Longprobe, 1 MKII Mining Laser and 1 level 10 4100 max damage gun (I was mining obviously, but for some reason at that time I kept spawning at the imperial outpost when I launched from Kashyyyk). Not sure why as a rebel I was launching there, guess they wanted to kill me or something.


I noticed right away that I almost never did damage to this ship, even though I got a hit probably 80% of the time. Finally managed to disable the ship, and I found out that the ship only seemed damageable from the direct back of the ship, or the direct front. Basically, any shot that hit the wings of the ship (which on and interceptor is most of them) would not do damage, nor would any damage to the bottom/top of the main ship. I know darn well I was hitting the ship once I disabled it, I could hear the shield sound effect when you get a hit (not to mention it wasn't moving, you really think I suck that bad? ).


Ended up trying it again 2 more times (since I continued to spawn at the imperial station when I launched from Kashyyyk for 2 more times), and each time the bug was the same.







I have seen this one as well with the Red Inies in the same area. Have used an A-wing, X-wing, and a heavy Z. Got a Bel-22 now so I will try it with that allso and report back. It seems the hit box is way to small foran interceptor, mainly form the side. I think I landed shots from the rear, but when it slow's down the side shots seem to do no damage, as I said will go up with the bel and get more data tonight....let ya know.



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HuntingOhioan
Mon Jun 27, 2005 8:30 pm
#19

1. I was in Kash.
One of the new red Interceptors. 3-4 min before I hit IFF and left. I saw the sparks fly off him. No damage.
I also attacked from different angles, remembering the bug in beta with top invin bug.

2. Last night in Yavin system helping someone one out with a tier 4 Privateer mission.
I believe it was a Ryck ship, the faction was definitly BlackSun. Tier 4 I believe.
THIS one seemed to be the old top shot bug. Changing angles of attack and distance seemed
to relieve the problem.

3. I still say theres a vette bug where everyone can inflict damage but me



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Slysix
Mon Jun 27, 2005 10:12 pm
#20

Confirmed that in kashyyk by the imperial red interceptors, imperial overseers royal interceptors seem to display this bug on a consistent basis at anytime during the 24 hour clock.

Links to previous post that displayed this bug...

This was a PvP situation

PvE situation

KJFett3
Mon Jun 27, 2005 10:46 pm
#21






Laeren wrote:

I'm the one who approached Tomo yesterday and mentioned this bug.


Here's a FRAPS of several encounters with ships yesterday that had this bug.


Right-click here to download this vid


It's several mins long and about 27mb, but you'll see it happening several times. I also put my ship's stats at the beginning - it's hard to see but my 2 guns are 2900+ damage each. Should be cutting through these Tier 3's.






hmm..you are doing damage in that vid to the ships...very little damage, but it is damage none the less. This is not what I though twas being seen. I ahve not seen anyhting like that before and am stumped.



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Laeren
Mon Jun 27, 2005 11:06 pm
#22






KJFett3 wrote:


hmm..you are doing damage in that vid to the ships...very little damage, but it is damage none the less. This is not what I though twas being seen. I ahve not seen anyhting like that before and am stumped.



Most of the time I'm not doing damage, but once in a while a shot will hit the 'right spot' and I'll do a % of damage. But then no more damage for awhile, while I pound on the shields more.


It might be hard to see cuz of the way FRAPS recorded the text, but even so, these Tier 3's used to die very fast. And I haven't had this problem prior to this last publish at all, so it was a shock to me that Tier 3's were living so long.




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Rhu
Mon Jun 27, 2005 11:59 pm
#23






padren wrote:



B) From other posts, people seem to feel that the shield effect is a client side effect, while damage and hit testing is on the server. When the client and server are out of synch (due to latency most likely) , you see the client-side effect, but the target is not at that spot. If you are only a little out of synch, you may be able to change angles and get a hit path that works for both client and server side, if you are quite out of synch, its just completely invulnerable.



B2) Has everyone seen the drunken bees? I can try to get a vid clip of it if that will help the devs, I notice it seems to be related to one's own PYR because when I upgraded to a faster turning ship all the drunken bees acted like they were on crack, and it lessens when I slow to the point of killing my manuverability.





This is exactly the experience I've been having lately. I do most of my flying in Dathomir doing Hidden Daggers duties these days, and the A-Wings that spawn seem to be the worst.


Something that seems to be working to fix the client/server synch issues (for me, at least) is flying towards and through or around a large collidable object like a space station. Asteroid fields might work for this, too, but I get the best results when flying through a station. The drunken bee behavior usually stops after a ship drags itself across the surface of a collidable for a second or two, too.


I'm assuming that the reasonthis works is because the server is sending a signal to reset the client side prediction scripts when a ship bangs into a big hunk of metal. Of course, if many people start trying to do this it may end up creating totally different problems due to communication load balancing, but Eclipse's space community is full of disgruntled PVPers and dedicated ship tweakers... which tend to be odd an uncommon species. So it can't hurt me too much.


I'm no game developer, so I can only guess at what might be fixes for this behavior (if my guesses on how the system works are correct):


1. Have the client request a full refresh of an enemy ship's location, vector, and statusif a client side detection routine notices that what it is registered as a client-side hit isn't getting the expected server side report of damage being done at some appropriate multiple of packet RTT. Not knowing how often this actually happens to pilots, though, leaves me wondering how computationally/bandwidth expensive this might be.


Of course, this might solve invulnerability but cause more drunken bee behavior. So...


2. Maybe a client side drunken bee detector (ships changing position or heading withoutgoing through the appropriate continuous change in vectors) might warrent a request for both a script reset followed immediatly by a ship status update? I guess this would probably be a pretty memory and processor intensive solution, though, and might cause intolerable lag in older machines. Not sure since, as I said, I have no experience with this. Just a basis for some educated guesses.


TxRoadDawg
Tue Jun 28, 2005 6:25 am
#24

most times i get the 0 damage bug its for angle of attacks greater than 30 degrees from dead tail on and +30 degrees high or low of a target, mainly noticed them just on ties recently as that was the majority of what ive been killling lately for teh smugglers alliance. also it may just be typical server lag but it seems as a nuetral pilot my target wont go aggro until atleast the 3rd shot hits them from any angle



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KJFett3
Tue Jun 28, 2005 6:52 am
#25






Laeren wrote:





KJFett3 wrote:


hmm..you are doing damage in that vid to the ships...very little damage, but it is damage none the less. This is not what I though twas being seen. I ahve not seen anyhting like that before and am stumped.



Most of the time I'm not doing damage, but once in a while a shot will hit the 'right spot' and I'll do a % of damage. But then no more damage for awhile, while I pound on the shields more.


It might be hard to see cuz of the way FRAPS recorded the text, but even so, these Tier 3's used to die very fast. And I haven't had this problem prior to this last publish at all, so it was a shock to me that Tier 3's were living so long.




Sure, the resolution was low on it...understandable for the vid to be Downloadable. It looked like the numbers on the sheilds were dropping very slowly when you hit...and with those guns..they should have dropped more. I didn't see the normal laggy issues that show up from lagging either. I'll chat around with the pilots in my guild and see what they say. I have been flying for a while and I gues have been lucky that I have not had this. ...and I would notice...I expect ships to die before my guns in the fastest possible fashion.



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Dixos
Tue Jun 28, 2005 7:33 am
#26

I noticed this a few days ago taking on tier 1, 3 and 4 ships in kash space and rori space



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