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We are all discussing about READY OR NOT, A PRODUCT which you may not/may have paid and supported it. Can we focus on the product? because if you are going to bring in all sort of IRL, i can bring in other IRL about the grenades and weapons and (wtf is a mirrorgun?)
There are a lot of inconsistency in the game/a lot of things which we dont understand.. and recently i've started to notice "de-sync" issues while playing in MP. That's just my observation unless i start to record each and every game that i encounter - would you believe us then? even if you do, can you determine if this is tazers issue? or a network? or both.
Do you even realize what happens if RON gets shipped out in this state? I am very afraid now
Yep. Don't get it mixed up, we're talking about sync issues, not reliability in real practice. The issues present in game DO NOT represent IRL tasers, even if they are unreliable. The issue in game is usually (in my experience) that the taser is actually aimed far to the left or right of wherever the client is seeing their laser. Where the client sees their laser is far off from where the host will see it. It has nothing to do with some "unreliability" factor.
90% of the time it works every time
They're actually quite useful. Here's some stats-
MinMorale = 0.34 ; A value from 0.0 to 1.0
MaxMorale = 1.0 ; A value from 0.0 to 1.0
KickDoorMorale = 0.25
KillEnemyMorale = -0.2
GrenadeDetonateMorale = -0.25
BeanbagShotgunMorale = -0.2
PepperballMorale = -0.05
TaserMorale = -1.0
BashMorale = -0.5
C2Morale = -0.25
It only takes 5 pepperballs to have an effect on enemy morale equivalent to that of C2 or a grenade. The entire time you're firing pepperballs, you also have a decent chance to disorient the target. Meanwhile, bashing has a morale reduction of .5, which is half of the maximum morale a target can have. A taser on the other hand has a reduction of 1, which is the max morale.
Less-Lethals are extremely effective when they're used properly.
Also, when you say "surround", I believe you mean "surrender". Not trying to be condescending or anything, just letting you know, for future reference.
Bingo! "It is not a game FEATURE" Thank you.
So here's my question:
I'll just stick with tazers because this is OP's topic. IF this is a network/de-sync issue... WHY is it happening to tazers and not other weapons? HMMM?
(i mean arent you all curious? logic thinking, right?)
How sure are you all that this is a network issue?
If it was a network issue shouldn't it affect the other weapons as well? Hmmm?
which brings back to my earlier reply.
Edit: or maybe? just a little maybe? a bug? who knows?!
Well....no...Just because a bug exists for one thing does not mean it will exist for other things. It is a network issue pertaining to one item. It's like this: It's a network problem, but more specifically, it is a problem with how one object performs within the network.
If you want, I can give examples of similar situations-
1) In Vermintide 2, one of the careers is literally less useful if you are a Host. If you are a client, your shots register better. This is a sync issue that, to my understanding, does not exist in such a way for anything else in the game.
2) In Killing Floor 2, there was a time when a Husk that was in the animation for self-detonating would end up in a different spot for the hosts than it did the client. Other enemy's animations were fine.
3) In GTFO, Scouts always go into a hunched over animation for the host, but remain upright for clients. Other enemy's animations are fine.
Just because a problem exists within the network doesn't mean it applies to every item or action taken within the network.
I always host my own games so I can't say that I've noticed any desync issues. Additionally, the only friend I play with on a daily basis has bad internet. Whatever issues she has that can be accredited to desync could also be accredited to bad internet.
But yes, this is most likely a "both" issue. It does not happen with other weapons, which means it is a taser problem. It does not happen as host or single player, from what most people are saying, so it's a network problem. A Taser-within-the-client-connection problem. Aside from that, idk why you're talking about RoN being shipped out in this state. We're still in Early Access, on the Alpha stage of the build. RoN launched into EA December, 2021, planning to release after 12 months of testing and updating. It's a minor sync issue that should be fixed shortly, these things don't take much time.
Fair points. What you've observe as host/client is what i have experienced it myself with my friends/public.
but my concern..as you can see from other replies - aside from op, they are either stuborn/ignorant/trying to derail the topic. That's my biggest concern. Yes i am aware that RON has till the end of this year to be "final" - but because there have been so many inconsistencies between me and the people i play with (experience with grenades/ai behaviour/bugs/glitches) i am sorry, i dont have the confidence that the dev will be able to sort out everything including this network issue? bug? - on time. i am sorry, i just cant. if they are still going to support it after dec 2022, then i feel more comfortable.
I hope OP have some rough idea on whats going on with the TAZER in RON. because i dont. even if i do record the game and show it to the whole world..nobody can answer what is going on with the tazer (or grenades). Once some of you encounter that situation, dont say we didn't try to bring this to your attention.