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As for your claims of shooting people 6+ times with a SCAR and not killing them, well, I have friends like you. Always frustrating to play with because they always claim such things as well: "HOW IS THAT GUY NOT DEAD, I SHOT HIM 7 TIMES," ect.
You know what I have never experienced in my entire gameplay time with 486 hours? I have never encountered a scenario where I have shot someone past what would be a lethal amount of hits.
Hit registration in this game is client side with server authentication. If you hit someone and you see blood, then the hit and damage has registered. This is regardless of if they are super laggy and are actually somewhere else on their game versus where they are on your game. If you hit them, it will register.
There is one very tiny exception to this that I have experienced a few times which is where two people trade shots nearly simultaneously. Both characters will see blood off their opponents/themselves however whoever shot first will win and not take the damage from their oppenent because the server will invalidate the damage because it was served after the person was already dead.
Anyways, you can believe whatever you want. At the end of the day you got outplayed or potatoed your aim. It can be difficult and upsetting to admit the latter, but we have all had that easy kill we have botched absurdly bad. Its easy to blame the game instead of yourself, especially with adrenalin.
If you want to get better, slow yourself down, maybe shadowplay these instances where you suspect foul play and rewatch.
Also I take it back. I have experienced such a thing when I thought someone had god mode on or whatever because I thought I shot them at least 8 times or some such. Turns out I didn't and had to watch shadowplay. I just screwed it
https://www.youtube.com/watch?v=5LDLHp2_XpU
I respecte your reply, but first as i said, im right behind the guy, the redicule is covering him while im ads in third person, so i dont know how any of the bullets would miss i mean wouldn't you think that?
https://www.youtube.com/watch?v=doc7N5Ze718
this is the kind of house that i was in and he was in the small closet when you enter the building from the front.
But lets say that i did potato the shots, then how was he able to kill me nearly instantly?
i saw your video and you got shot 2 times but it look like you can take 1 or 2 more shots before you would die, dont know if any were head shots... but still, AR's are better than SMG's in dmg so there for should take fewer bullets to kill.
This is mentality is something that you will have to address should you ever decide to get better at this game or others. The game isn't siding with one person over another, thats an inherently ridiculous notion. You potatoed your aim (There are few scenarios I would recommend third person ADS, triple so if you don't hold right click) and the person turned around and killed you. How did he kill you near instantly, you ask?
Thats because there are such things are fully automatic weapons in this game. With such a weapon say an AK or an M416 you would be dead under .5 seconds of sustained fire on your person. Off the top of my head it is 3 shots with an M416 to a level 1 vest to kill someone. You can probably fire 10 within a second.
Yet I have landed and immediately pick up a level 3 helmet just to have someone superman punch me in one hit. This whole game seems random.
And incase u didnt know, the better vest the enemy has, the more bullets he can take..
Also the servers can be pretty laggy sometimes, which means that the server doesnt always register ur shot, what i've seen, but thats pretty rare.
Also i dont understand the guy above me, saying that it takes him 3-4 AWM chestshots for him to kill someone, that is total BS unless u have insane ping or something like that.
As i said, i had my SCAR-L on fully-auto and ever bullet hit him, and as i said before, AT LEAST 6!, im being very generous with 6, and according to you i fired about 10-15, because i fired at him for about 1 sec or more... and on top of that the guy that i was shooting at had a lvl 1 vest what do you make of that???
I disagree.
I mainly play fps games and in this game the hit detection is extremely unreliable when comparing it to other games such as Battlefield, titanfall, overwatch, and even DayZ. When i shoot them sometimes it sprays blood and they die, sometimes blood doesn't spray at all for whatever reason and they just turn around and shoot me.
This happens to me occasionally but usually with less delay
https://www.youtube.com/watch?v=6AjgwItXrYc
https://www.youtube.com/watch?v=OuhGaLe_A2I
This is what i mostly experience
https://www.youtube.com/watch?v=ccGUnAf2I38
This also happens to me (shoot at them but no blood at all).
https://www.youtube.com/watch?v=MkfJCWVNMkk
How do I miss all shots if I can consistently hit shots in other games?
You might want to really NOTICE the INCONSISTENCY in this video which consists of several other players getting killed by the same player while another opponent just ignores damage.
https://www.youtube.com/watch?v=aK-I9c7GPmU
You will notice a "hiccup" just before he dies. I've seen this "hiccup" on several other videos as well, it's nothing that just happened in this particular case. I've even experienced this hiccup myself.
Your first sentence is true but what you are trying to prove is ♥♥♥♥♥♥♥♥.
Name one game that does not follow this model. Pretty much every single multiplayer game does this. The difference is that the server trust the client less or more. Even if you play a game that uses the peer to peer model usually one of the clients acts more like a server than the rest. I could imagine games not using such models but I seriously doubt that those games would be popular.
Depending too much on clientside usually results in things like this.
https://www.youtube.com/watch?v=7WLAUxslWwM
I can only assume that the server will acccept whatever the client says if what you are saying is true. Note that you cannot do this exploit anymore. If you get disconnected the game will now disable movement clientside. They still haven't done any changes to the hit detection that I am aware of so the problem may still exists as far as I know.
And just to finish it all off. This masterpiece.
https://www.youtube.com/watch?v=rJlwDzOD3CM
I really respect your long and calm answer IcyTorrent (many others would probably just say "git gud") but I'm afraid I just do not see it as you do. To me this is one of the big problems with the community. You critizise a game that many gamers already like and they invent excuses not to improve the game. I find that unacceptable. The hit detection is actually poor in this game compared to other games especially since it is considered a core mechanic.
I really like this game but I see its flaws and I would love to see them addressed.
As I said in my previous post.
To me this is one of the big problems with the community. You critizise a game that many gamers already like and they invent excuses not to improve the game.
It's ok. None of the videos I provided where my own. I have for a while tried to collect other peoples videos that have reflected my own experiences in this game. The problem again is that people try to find excuses. These kind of problems such as the examples i provided above happens too often to be a player specific issue.
Is it a hardware issue?
Not likely. While i get graphical lag spikes sometimes I can't recall when such a spike resulted in me getting killed.
Blame Network?
Not likely. 100/100 Mbit.
Blame player?
In some cases, yes but far from most. Other fps games works much better when it comes to hit detection.
My conclusion is that way to many of my deaths is caused by unfair reasons. This makes the game unappealing.
Two examples below
1: I sprint across a field, I hear a kar shooting at me, i die because of a headshot. I would call myself unlucky but maybe the shooter was good. Doesn't matter. It's still fair.
2: I unload a mag in someones back, they turn around and shot me twice, i die.
This is not a fun way to go at all.
The two examples i provided are a bit exaggerated but I am sure you get the point.
Wow, what a lengthly post. I'm not going to clip out the relevant segments so apologies for that. Alright lets start
First video (The one in the House), I skimmed through it so maybe I missed what you are trying to show but looks like the person is having the bug where they keep getting the audio that they are getting hit and the flinch, but are not actually getting hit. I believe this bug is long fixed.
Second video (The Compilation) I will address at the bottom of my post
Third video (Tree). Just lag compensation from either a bad ping player or the server crapping out.
Fourth one (Rock). Maybe something. Either Steam is lying when it says it is 1080p@60 or the native bitrate the video was encoded in was trash. Cannot see the aiming person's reticle. So he either missed those shots or it was possible a hacker. Could also be hit registration. With a million plus games every day these things are going to happen. I'm making the assertion though that freak cases like this are a statistical anomoly and you won't see them remotely regurlaly, if ever.
Fifth video (Military), same thing as the first. Just some server lag as evident by the clear teleport. Once again. If the point is when you are shooting him from further way with the UMP (when he is down the hallway) being so close to the door is screwing your aim. This is more an issue with the server hitching than hit registration.
Sixth video (which I know is you just confirming how it is). I've seen this. Not much to say about it.
Seventh video (M24), that should have been a kill. Every person that watches that knows it should have been a kill. I'm not going to blame hit registration on that however as I don't feel that it is the fault of this incident. You can slow the video down to 1/4 speed on YT controls. At the 10s mark immediately before the person fired the M24 the enemy rubberbands to the left and then returns (mostly) to their original position. The server went to update the enemy's position and when it did it literally moved him an inch out of the bullets path. Its ♥♥♥♥♥♥♥♥. It really is. But the simple fact is that the person with the M24 missed. By not fault of his own mind you which is why it is crap, but this example is relevant to netcode than hit registration.
You can even see it in this screenshot for refererance.
https://prnt.sc/g8icnv
Now look, you've given a good bit of references regarding this. I am not trying to cherry pick at all. I'm trying to be very objective regarding this as there is no prizes for being right or wrong on Steam forums. However most of the videos you've sent me aren't very relevant to your assertion that hit detection is flawed. They are primarily dealing with lag compensation and the only truly relevant ones are the fourth and seventh videos
Now with respect I am going to go over what I mentioned in the post you quoted me on. "The Tiny Exception," which I am going to call "damage rollback". I do not know the correct term for this however this is what I am going to refer to it as. Although more aptly it may be called damage invalidation. Anyways here is what it is. Two people with sniper rifles shoot each other at nearly the same time. Both shots are headshots and neither person is wearing a helmet. The shots were a fraction of a second apart. Both people see blood on their enemy and also off themselves. Only Player B dies because Player A fired .12 seconds faster. Both players would have hit each other however by the time Player B fired he was already actually dead and the server acknowledges this and "Rollsback" the damage applied to Player A as dead people don't snipe. I have a clip of this with very little delay that confirms this. If you want it little me know and I'll crop it out for you.
The brightside of this system is you don't shot someone in China who not only dies 2 seconds after you shoot him but kills you after he dies as well. This is a very obnoxious problem in Arma 3. Where two people will be in a building, you will shoot someone like crazy and he will shoot you and when the server catches up: You both die (even though one party clearly should have died first without it being a trade).
The downside to this is what happened in the second video about the 28s mark. Person behind tree peaks, shoots, but other enemy technically shot first. Combined with lag it can be really BS and look extremely unfair. But is it really though?
Now I am not trying to defend the game. It has its problems and many of them. However I would like to make it clear that I do not think that hit registration is the problem. I would say it is more the netcode as a whole and I don't know how this could even be fixed besides better servers and region locks to prevent these very laggy kills/deaths. That would likely reduce the problems present in your 2nd, 3rd, and 5th video.