Empyrion - Galactic Survival

Empyrion - Galactic Survival

vonArth Jan 16, 2018 @ 6:36pm
Is lag shots fixed?
I loved this game though I stopped playing only for 2 reasons and I would love if someone answer me if those problems were fixed:
1- You can't walk in a moving ship. (can you do it already or it won't even happen?)
It was so frustrating to play with your friends and end of in space just because you got out of the chair and gone through the entire ship like you were a ghost. Is it a problem still?
2- Multiplayer space ships fights didn't make sense because there is a random chance that shots will go through metal blocks like they dont exist. It happens even if your ships were fortified and built many layers just to try to reduce this effect... Considering the fact you can't create large ships on some servers it was a big deal.
Were those problems fixed?
Thanks!
Last edited by vonArth; Jan 17, 2018 @ 10:06am
Originally posted by piddlefoot:
In Co-Op LAN at home testing we cant reproduce the lag shot.

We have to literally spawn a dozen huge ships in to create some ''backround lag'' to try and induce it and were having very little luck.

But when we both jump on an online server we can reproduce it instantly, but then we have 80 to 100 pings.
Australia.

So from where we, my neighbour and I, sit its looking like the dedicated server prediction code may need help also.

I dunno if we will see perfect online combat for a while, gunna be a while before they get time to get to combat to optimise it, like Beta long time.



So lagshot and internal splash damage are being caused from the same cause, time.

100 ping might not sound like much but when objects are moving really fast, like bullets, well then hundredths of a thou of a second really matter then.
And a bullet/rocket can travel many voxels in distance in that time.
The packet of data arrives from server but its to late, your client systems data isnt quite perfectly synced with server, little issues like this we expect in EA games.

The result is lagshot or internal splash damage.

To eliminate it completely means the server doing alot more work and prediction code improved I think.
Beta beta beta
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Showing 1-15 of 22 comments
Aristacah Jan 16, 2018 @ 6:54pm 
Answer: No to both. I just spent an obscene amout of ammo trying to take out the guns on a support base to no avail. It's as though my shots weren't landing at all and I could hear them hitting. WTH is going on?
JDaremo Fireheart Jan 16, 2018 @ 7:04pm 
yup, still a chance of shots going through walls. They're called Lag-Shots
vonArth Jan 16, 2018 @ 7:09pm 
Originally posted by JDaremo Fireheart:
yup, still a chance of shots going through walls. They're called Lag-Shots
Was it at least moderately fixed? Yea now I remember they called it Lag-shots.
I played like for a month on a big server, had a big base and many ppl on my clan, me and my friends are still waiting this to be fixed, sadly the server HWS NA is almost dead now ... thanks anyways.
VulcanTourist (Banned) Jan 16, 2018 @ 8:35pm 
Originally posted by JDaremo Fireheart:
yup, still a chance of shots going through walls. They're called Lag-Shots
Are you describing something distinct from splash/blast damage? The ability of blast damage from weapons fire to damage interior blocks that weren't exposed by destruction of outer blocks is certainly also a bug, and it certainly hasn't been fixed. I modded the game to limit all weapons blast damage to a radius of one block until it gets fixed (if ever).

Originally posted by VonArth:
Is shots going through walls yet?
I think you meant to negate that phrase...?
Last edited by VulcanTourist; Jan 16, 2018 @ 8:39pm
corpowat Jan 16, 2018 @ 10:46pm 
yes the ai 's shots are?
vonArth Jan 17, 2018 @ 4:13am 
Originally posted by VonArth:
Is shots going through walls yet?
I think you meant to negate that phrase...? [/quote]

No, i was asking if devs fixed lag-shots. Sometimes if both fighting ships are moving the servers wouldn't be able to "know" exactly where the ship is and where is the shot is right after it hit the first block then it just jumps inside of the first block, like if you were inside a moving ship, the shot goes through the block and gets inside it without exploding or hitting. One time inside the block every other block immediately connected to it becomes invisible and the shot goes through every block till it hits another wall or anything else. So people usually made many layers of walls spaced by empty spaces to reduce lagshots, but they still could go through more than one wall, and thats why i stopped playing the game. I was testing my HV against my friend's CV, that was teched against lag-shots, and still one shot from my HV goes through almost his entire amor (like a ghots) and hits the Fuel... then i knew the game was broken. No matter how you make the Ship, it might get destroyed by lag-shots...
How is this not a problem ppl are talking about in the forum? It's a big deal for Multiplayer...
VulcanTourist (Banned) Jan 17, 2018 @ 9:55am 
Right, so in the past (and still) shots have been going through walls, and you meant to ask, "are shots NOT going through walls yet?"

Many of us have no interest whatsoever in playing the game with others, so for us it's not an effect we've ever observed.

I brought up blast damage because in the context of a game in progress, without realtime analytical tools, how exactly do you distinguish between the effect of these alleged "lag shots" and the effect of multi-block blast damage? The effect of that I HAVE seen in my own solo gameplay. The consequence of both is exactly the same: interior blocks being destroyed by weapons fire when no intervening exterior blocks were also destroyed.

I think you need to rule out one or the other before you can make any statements about cause. I already know how you can rule out blast damage as a potential cause using config.ecf.
vonArth Jan 17, 2018 @ 10:00am 
Originally posted by VulcanTourist:
Right, so in the past (and still) shots have been going through walls, and you meant to ask, "are shots NOT going through walls yet?"

Many of us have no interest whatsoever in playing the game with others, so for us it's not an effect we've ever observed.

I brought up blast damage because in the context of a game in progress, without realtime analytical tools, how exactly do you distinguish between the effect of these alleged "lag shots" and the effect of multi-block blast damage? The effect of that I HAVE seen in my own solo gameplay. The consequence of both is exactly the same: interior blocks being destroyed by weapons fire when no intervening exterior blocks were also destroyed.

I think you need to rule out one or the other before you can make any statements about cause. I already know how you can rule out blast damage as a potential cause using config.ecf.

i Didnt mean to ask >"are shots NOT going through walls yet?"<
I'm not even talking about blast damage and etc
Last edited by vonArth; Jan 17, 2018 @ 10:01am
VulcanTourist (Banned) Jan 17, 2018 @ 10:12am 
Originally posted by VonArth:
I'm not even talking about blast damage and etc
You should be. Clearly you haven't ruled it out as the cause of what you have observed.
vonArth Jan 17, 2018 @ 10:20am 
Sorry dude, it isnt the problem i'm talking about, i think you should go play some multiplayer, talk to other players and discover Lag shot is a problem and i'm not talking about blast damage. In the test i've made, one shot gone through 3 layers of wall, did damage to the 4th only. But thanks for the ideas.
Last edited by vonArth; Jan 17, 2018 @ 10:21am
The author of this topic has marked a post as the answer to their question.
piddlefoot Jan 17, 2018 @ 11:22am 
In Co-Op LAN at home testing we cant reproduce the lag shot.

We have to literally spawn a dozen huge ships in to create some ''backround lag'' to try and induce it and were having very little luck.

But when we both jump on an online server we can reproduce it instantly, but then we have 80 to 100 pings.
Australia.

So from where we, my neighbour and I, sit its looking like the dedicated server prediction code may need help also.

I dunno if we will see perfect online combat for a while, gunna be a while before they get time to get to combat to optimise it, like Beta long time.



So lagshot and internal splash damage are being caused from the same cause, time.

100 ping might not sound like much but when objects are moving really fast, like bullets, well then hundredths of a thou of a second really matter then.
And a bullet/rocket can travel many voxels in distance in that time.
The packet of data arrives from server but its to late, your client systems data isnt quite perfectly synced with server, little issues like this we expect in EA games.

The result is lagshot or internal splash damage.

To eliminate it completely means the server doing alot more work and prediction code improved I think.
Beta beta beta
vonArth Jan 17, 2018 @ 11:47am 
Originally posted by piddlefoot:

To eliminate it completely means the server doing alot more work and prediction code improved I think.
Beta beta beta

Thanks man! The multiplayer would see more play if those things were better. Though i don't know if they'll make effort to satisfy 33% of player base. I really miss making new ships and playing the game, all the political aspects of multiplayer and the HV battles.

Yea its a beta, i know... I'll be waiting they fix it but nobody seems to be complaining about that so...
piddlefoot Jan 18, 2018 @ 10:53am 
Because if you look at all there surveys you will notice 80% odd of people preffer to play MP in a PvE enviroment.
So most people are just looking for company while playing the game with like minded people, so combat for them is mostly against the PC AI, so its a popular game because PvE or warfare against the AI isnt as risky and can be alot of fun.
More people prefer to work as a co-op than want to PvP specifically.

But the devs will optimise combat to be much better when we get to Beta, 30% or not.
Zombie Jan 18, 2018 @ 11:29am 
Originally posted by piddlefoot:
In Co-Op LAN at home testing we cant reproduce the lag shot.

We have to literally spawn a dozen huge ships in to create some ''backround lag'' to try and induce it and were having very little luck.

But when we both jump on an online server we can reproduce it instantly, but then we have 80 to 100 pings.
Australia.

So from where we, my neighbour and I, sit its looking like the dedicated server prediction code may need help also.

I dunno if we will see perfect online combat for a while, gunna be a while before they get time to get to combat to optimise it, like Beta long time.



So lagshot and internal splash damage are being caused from the same cause, time.

100 ping might not sound like much but when objects are moving really fast, like bullets, well then hundredths of a thou of a second really matter then.
And a bullet/rocket can travel many voxels in distance in that time.
The packet of data arrives from server but its to late, your client systems data isnt quite perfectly synced with server, little issues like this we expect in EA games.

The result is lagshot or internal splash damage.

To eliminate it completely means the server doing alot more work and prediction code improved I think.
Beta beta beta

well in single player i had a small sv that use to be able to take a few hits from ion cannon but now one hit dead. Outside is basically intact but inside cockpit, fuel, ammo boxs, core are gone so basically a gutted husk
VulcanTourist (Banned) Jan 18, 2018 @ 12:29pm 
I think, in retrospect, the difference between what is being described as "lag shots" in multiplayer and the blast/splash damage in both singleplayer and multiplayer is a crucial one. Re-reading everything, the crucial difference seems to be that these lag shots allegedly cause no damage AT ALL to intervening blocks, while blast/splash damage causes damage to intervening blocks but not enough to destroy them if they are sufficiently robust. This lag shot effect I have never experienced. What zombie describes is probably blast damage made worse over some number of updates and changes to its effect. Personally the camel's-back-breaking moment for me with blast damage was losing a warp drive, warp tank, core, and fuel tanks in a CV while losing no exterior blocks at all. config.ecf emerged shortly after that, and I immediately took advantage of it to reduce blast damage to a radius of one for all weapons if and until they fix this general issue with blocks and all areas of effect.
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Date Posted: Jan 16, 2018 @ 6:36pm
Posts: 22