Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

rip: crouch and lean spamming
"Recently, we have seen a rise of players encountering abusive crouch and lean spamming. To counter this, the team is actively working on how we want to approach the problem and planning our next steps.
We are currently prototyping a few systems to address this. More details will be shared about our exact methodology as we draw closer to a final version."

praise the lord in the sky

https://www.reddit.com/r/Rainbow6/comments/ajusqs/crouch_and_lean_spamming/
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Phade 2019年1月27日 4時00分 
Barnacle Boy の投稿を引用:
"Recently, we have seen a rise of players encountering abusive crouch and lean spamming. To counter this, the team is actively working on how we want to approach the problem and planning our next steps.
We are currently prototyping a few systems to address this. More details will be shared about our exact methodology as we draw closer to a final version."

praise the lord in the sky

https://www.reddit.com/r/Rainbow6/comments/ajusqs/crouch_and_lean_spamming/

thank god. You wouldn't see any sort of fbi irl run down a hall or shoot while leaning to the left and right rapidly. this isnt the matrix.
Lol so pathetic that people try to defend a developer for not being able to apply one of the many solutions to an issue known for more than 20 years now. Who cares what kind of work that is for devs? It's their job obviously.

Barnacle Boy の投稿を引用:
ShodaN の投稿を引用:
Took them long enough. A competent dev team would have thought of such things from the get go.
it took valve 4 years to fix crouch spamming in csgo
is valve not competent either?
Given how CS works as a whole crouch spamming was a lot less of an issue. You don't have leaning and you have movement penalties on accuracy so the game as such is a lot more stationary in firefights. Crouch or standing are the only two stances you have to worry about. In R6 the issue is with the many possible combinations changing in rapid succession.
最近の変更はShodaNが行いました; 2019年1月27日 4時18分
ShodaN の投稿を引用:
Lol so pathetic that people try to defend a developer for not being able to apply one of the many solutions to an issue known for more than 20 years now. Who cares what kind of work that is for devs? It's their job obviously.

Barnacle Boy の投稿を引用:
it took valve 4 years to fix crouch spamming in csgo
is valve not competent either?
Given how CS works as a whole crouch spamming was a lot less of an issue. You don't have leaning and you have movement penalties on accuracy so the game as such is a lot more stationary in firefights. Crouch or standing are the only two stances you have to worry about. In R6 the issue is with the many possible combinations changing in rapid succession.
it was a big issue and it was known before csgo even came out
the reason? your hitbox wasnt up to sync with your playermodel, so even though on your screen you hit their head the head hitbox was somewhere else, that is a really big issue
cs 1.6 had that problem too
if were counting in cs 1.6, that means it took valve even longer to fix that problem

in siege the hitboxes dont become out of sync, you become harder to hit and thats it
its still a problem, and ubisoft is it done

yes there are one of many solutions to fix crouch spamming, but what is harder to find out is which one is the best for siege
its another case of just because its in this game, doesnt mean it will work in this game, that means they cant just slap on a piece of code and expect it to work, they need actual communication and testing
Magma の投稿を引用:
People crouch and lean spam because the speed of everything in this game is broken.

The servers have never been able to keep up with how fast literally everything is in this game. Most people are running around with 3 speed OPS quick peeking with acog (insert any gun here). People figured this out right away and since then have done everything in their power to abuse the game. On top of it all most people have very mediocre connections which is another thing that makes the already terrible servers worse.

Rather than call for these things to get fixed people just shout out "THAT"S THE META BRO" and everyone does it.

I honestly feel like I'm taking crazy pills for being one of the few people that notices this crap. Maybe knowing a little bit about the coorelation between game design, servers, and general networking is making it obvious for me I don't know.

Main point is this game is hard to play without getting frustrated.
Well you're right, anyways there's 2 alternatives slow the game down completely or buy better quality servers, like 128hz ones instead of our "meh tier" 60hz azure servers.
Mr.fosterWolf の投稿を引用:
Magma の投稿を引用:
People crouch and lean spam because the speed of everything in this game is broken.

The servers have never been able to keep up with how fast literally everything is in this game. Most people are running around with 3 speed OPS quick peeking with acog (insert any gun here). People figured this out right away and since then have done everything in their power to abuse the game. On top of it all most people have very mediocre connections which is another thing that makes the already terrible servers worse.

Rather than call for these things to get fixed people just shout out "THAT"S THE META BRO" and everyone does it.

I honestly feel like I'm taking crazy pills for being one of the few people that notices this crap. Maybe knowing a little bit about the coorelation between game design, servers, and general networking is making it obvious for me I don't know.

Main point is this game is hard to play without getting frustrated.
Well you're right, anyways there's 2 alternatives slow the game down completely or buy better quality servers, like 128hz ones instead of our "meh tier" 60hz azure servers.
not even csgo has 128 tick servers
the reason? they say a lot of people cant run above 128 fps, and csgo is really easy to run

same will apply to siege, there are plenty of people who run below 128 fps, so they will be at disadvantage
it sucks but thats basically pay to win
except your not paying ubisoft, your paying hardware companies
Barnacle Boy の投稿を引用:
Mr.fosterWolf の投稿を引用:
Well you're right, anyways there's 2 alternatives slow the game down completely or buy better quality servers, like 128hz ones instead of our "meh tier" 60hz azure servers.
not even csgo has 128 tick servers
the reason? they say a lot of people cant run above 128 fps, and csgo is really easy to run

same will apply to siege, there are plenty of people who run below 128 fps, so they will be at disadvantage
it sucks but thats basically pay to win
except your not paying ubisoft, your paying hardware companies
Are you sure that a better hz servers, must have it's players base have better hardware? After all if we get 128hz debris, ragdolls & others stuff could be server sided, thus generating less "one side broken barricades", ragdolls that are "one sided", etc.
Basically it will be better on the long run.
For example on BF4 the 128hz servers got a far smooth hit reg, than the 60hz ones on my experience.
Josh 2019年1月27日 10時41分 
Liquid_Z の投稿を引用:
ShodaN の投稿を引用:
Took them long enough. A competent dev team would have thought of such things from the get go.
You must know soooooo much about game development. Such a wise sage! I'm sure you're someone extremly qualified on this subject to make such a claim. Wow, maybe one day I'll be just as intellgent and reasonable like you one day.
He isn't wrong though. This should have been noticed earlier. People have been complaining about It for a good month and a half
Mr.fosterWolf の投稿を引用:
Are you sure that a better hz servers, must have it's players base have better hardware?
yes i am sure, because of one thing
position
running at 60fps will mean you are pretty much seeing half of what the server sees
people with above 60hz monitors is already at slight advantage, but having 128 tick servers will give them even more of an advantage, meaning they will see more "ticks" than you do just because they coughed up the money
so if you have a 60hz monitor and the other guy has a 144hz, you are seeing about half of what the other guy is seeing

Mr.fosterWolf の投稿を引用:
After all if we get 128hz debris, ragdolls & others stuff could be server sided, thus generating less "one side broken barricades", ragdolls that are "one sided", etc.
Basically it will be better on the long run.
higher tickrate doesnt mean you will still be able to do that
having a higher tickrate just means the server is updating faster, and that will eat a lot of hardware usage up, but i see what you mean

ubisoft has to weigh their options, adding 128 tick servers to make hitreg more smooth and make positioning better, at the cost of giving higher refresh-rate players even more of an advantage

or not to add 128 tick servers, maintaining a more balanced game at the cost of having hitreg being more choppy and have positioning be worse

ubisoft could probably fix the one side broken barricades now without 128hz tick servers, but i dont know whats stopping them
The Original Traitor の投稿を引用:
Liquid_Z の投稿を引用:
You must know soooooo much about game development. Such a wise sage! I'm sure you're someone extremly qualified on this subject to make such a claim. Wow, maybe one day I'll be just as intellgent and reasonable like you one day.
He isn't wrong though. This should have been noticed earlier. People have been complaining about It for a good month and a half
Well tbh crouch & lean spamming was on the game since the beta, but it only started to get abused once drop shotting was fixed.
Barnacle Boy の投稿を引用:
Mr.fosterWolf の投稿を引用:
Are you sure that a better hz servers, must have it's players base have better hardware?
yes i am sure, because of one thing
position
running at 60fps will mean you are pretty much seeing half of what the server sees
people with above 60hz monitors is already at slight advantage, but having 128 tick servers will give them even more of an advantage, meaning they will see more "ticks" than you do just because they coughed up the money
so if you have a 60hz monitor and the other guy has a 144hz, you are seeing about half of what the other guy is seeing

Mr.fosterWolf の投稿を引用:
After all if we get 128hz debris, ragdolls & others stuff could be server sided, thus generating less "one side broken barricades", ragdolls that are "one sided", etc.
Basically it will be better on the long run.
higher tickrate doesnt mean you will still be able to do that
having a higher tickrate just means the server is updating faster, and that will eat a lot of hardware usage up, but i see what you mean

ubisoft has to weigh their options, adding 128 tick servers to make hitreg more smooth and make positioning better, at the cost of giving higher refresh-rate players even more of an advantage

or not to add 128 tick servers, maintaining a more balanced game at the cost of having hitreg being more choppy and have positioning be worse

ubisoft could probably fix the one side broken barricades now without 128hz tick servers, but i dont know whats stopping them
Well thanks for the explanation, regarding the barricades issues. The thing is debris, barricades, etc. Are client based. When they should be server sided.
Probably due a problem with their spaghetti code, they couldn't put them server sided without broking multiple stuff at the same time.
Anyways I still believe 128hz servers will be good on the long run,for the game longevity & will make hit reg more smooth.
Also by 2025 when Ubi will reach their 100 operators, in-game goal. Hardware to get 128 fps or more in this game should be cheaper, unless they give us for "free" a whole game engine update, like Valve is planning to do with the Source 2 engine & CSGO.
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投稿日: 2019年1月26日 13時35分
投稿数: 25