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What happens is the server knows you died before you managed to get your shot off, but your client state is slightly behind that of the server's state so you didnt see that you died yet. Then, when the server receives your information that you shot the dude, it replies back with "nope, you died first," invalidating your shots.
Thats really all it is. Its the nature of the beast. Youre sending and receiving input constantly from hundreds of player data on the server and theres never a perfect connection between client and server, so what youre seeing is usually a few milliseconds behind whats actually happening, and thus half the complaints about aimcone are just that, as well as invalid shots.
And yes, bullets dont magically disappear after you die, but you also dont magically spawn on a beach after being shot to death either, should the devs fix that inaccuracy too and make it so you only die once and then youre banned from the server for the whole wipe?
You cant jump up ladders while climbing them, should they fix that too? What about opening a door and having that door clip through a stone wall, does that happen in real life? What about being able to put 30 large boxes inside of one large box, does that make any sense at all? What about half of the game? Its not 100% realistic because how could it be, its a video game.
It is not what you claim . I have over 9k hours in rust and the you died first is 100% a new thing added in the last year . "projectile invalid" "distance" is what you are referring to . These are two separate issues . you also went off topic at the end .
9k hours means nothing when you don't understand how server networking works.
In most of my 1500 hours I have played on US servers while being based in the EU. My ping was constantly 130-160 and the issue was more prevalent there due to the server receiving all my information much slower than US based players who had sometimes a 5x lower ping than me.
Dec 21st 2022 it was added if you took time to read the release notes . It was supposed to take the place of projectile invalid if available on a server but it is dual conflicting with servers that don't support "you died first" there for it is a bug . I know you love to reply with rhetoric and feeling cause if seen you plenty on here but I deal in facts. you're off topic because you want to be . The devs meant it as an improvement and its a dual conflict . once again projectile invalid means a latency issue and you died first just makes your shot gun blast null and void but they are interchanging on some servers. please stop posting feelings.
you are not as smart as you wish to be https://rust.facepunch.com/changes then hit ctrl F and type "you died first" it will take you right to the part you cant find on google search .
ok you just want to be right even when you're wrong . I see you on here all the time trying to spew the first thing in your head. however it clearly says one replaces the other yet both are occurring sometimes at the exact time so that should be investigated as a bug . you just want to be right even after you couldn't find the release notes and I had to provided them and you even called me a liar. you lost credibility. (both should not occur at the same time when it clearly says replaces if available on server)
This isn't a bug, never was. This is how the server handles things. The only thing that got replaced in this patch note was the text. Let me go through this step by step so you can understand:
Keyword: SHOW. Which means it replaced the shown text, it does NOT mean it replaces the function of projectile_invalid completely.
Show the previous text instead of projectile_invalid
Key words: ON THE SERVER
Which circles back to what I told you about networking. The server thinks you died first, any existing shots the server receives after it thinks you are dead do not in fact exist, since you made them after you were dead. The reason both projectile_invalid and "you died first" show up is because the invalid one was made before you died, and whatever caused it was completely different from your death. Shooting at a fast moving target while having high ping does that, shooting at a player while you yourself are in a mini does that, various things do that. In the end it all boils down to the server confirming or denying that the shot even happened.
Seems like changing it wasn't enough to make people understand that it's not a bug... They gotta put a whole ass explanation there.
That should do the trick.
Edit: Starting to think facepunch should by default set "hitnotify.notification_level" to level 2, so that only hits registered by the server produce a hitsound. This way it would report your hits like any other multiplayer game with PVP in existence.