Remnant: From the Ashes

Remnant: From the Ashes

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Dodging i-frame lag?
I was playing a co-op campaign with a friend joining my game from another country, and they were constantly having issues with getting hit in parts of their roll in which there should have been i-frames. I might be assuming incorrectly, but it seems like their hit-detection is being evaluated on my side instead of theirs, and their lag makes it so that they keep getting hit by attacks which they, on their screen, rolled through.

I was wondering if this could ever be changed to having a player's hit detection calculated locally and the information pushed to the host's side, like many other games seem to do? If it's about breaking the immersion on the host's screen, I can at least say for myself that having a dodge roll's i-frames be wonky is less preferable than seeing an attack phase through another player, only to have them dodge a fraction of a second later.

We're enjoying the game very much, don't get me wrong, but this is definitely a problem we're hoping can get fixed soon.
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Showing 1-9 of 9 comments
JackieTheDemon Sep 4, 2019 @ 9:26pm 
Yeah, latency will do that. There isn't too much that can be done about it.
WTFantastico Sep 5, 2019 @ 7:21am 
My admittedly at-best amateurish understanding of the situation is that if the damage check happens locally for the player being hit and the result is pushed to the side of the other, this shouldn't be an issue. At the very least, it seems to be how it works when co-opping the Dark Souls games, as I'd see them take a hit from a mook, only to dodge a second later and take no damage. Definitely the method I'd prefer.
Last edited by WTFantastico; Sep 5, 2019 @ 7:22am
PlagueFerret Sep 5, 2019 @ 7:59am 
Originally posted by WTFantastico:
My admittedly at-best amateurish understanding of the situation is that if the damage check happens locally for the player being hit and the result is pushed to the side of the other, this shouldn't be an issue. At the very least, it seems to be how it works when co-opping the Dark Souls games, as I'd see them take a hit from a mook, only to dodge a second later and take no damage. Definitely the method I'd prefer.

UE4's networking is a bit complex on some things, i dont think that the developers are using the GAS system that is built in to UE4 for this (which does thing like adjust for network latency, and does server rollbacks on its own if something comes up false). It looks like they legit just built all this in blueprint or c++ and let it eat. Which is fine, games still pretty fantastic.
Flux Sep 5, 2019 @ 9:12am 
I'm not all that technically savvy, and it seems to be dodges are calculated host side, as opposed to say dark souls, where it's player side... so if you play on the other side of the world rolling's i-frames are... well... sometimes after rolling finishes... (also amusingly, bullet count when not host is also amusing to look at cuz it goes up and down as you shoot which is a tad peculiar)

I mean yes, it's a fantastic game... I'm loving it a lot but... it's still a very major flaw. Kinda makes melee unviable and dodging becomes more about getting range away from the enemy... which doesn't always work either cuz they can sometimes hit you from very far away because host's game didn't account for you rolling away yet...
WTFantastico Sep 20, 2019 @ 7:06am 
'ello 'ello jus thought I'd give this a wee bump, just to give it more attention.
WTFantastico Sep 25, 2019 @ 8:57am 
Why hello there, fancy topic you have. I approve of this message wholeheartedly, yes I do. I should bump it.
Kaz Boladão Sep 6, 2020 @ 4:55pm 
this dodge lag really hurts, specialy evading AoE attacks, not a single time I was on a hosted world I could dodge the "last" boss explosions (even running and evading like crazy)
Novalistrïa Sep 8, 2020 @ 2:48am 
just dodge at the moment the attack start and u should be fine i dodge most of time like this and no probleme
Sterling (Banned) Sep 8, 2020 @ 7:23am 
Originally posted by ⊰Novalistrïa⊱:
just dodge at the moment the attack start and u should be fine i dodge most of time like this and no probleme
Until you join someone with a different ping that you have no idea what is because the game never gave you a precise number and have to readjust your timing.
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Date Posted: Sep 4, 2019 @ 9:23pm
Posts: 9