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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Never see him, but hear him.


delems
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In a depot, guarding, like I have done 100's of times. I hear him come in. I'm shot, dead, never see him. On death cam I see him come in. Something is very wrong.... never had that happen in 1.30 and I been in that guarding position many times.

State of the art system, 80 ping, 1900 x 1200 full graphics, FPS 30 to 60 reliably. Something is wrong.

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In a depot, guarding, like I have done 100's of times. I hear him come in. I'm shot, dead, never see him. On death cam I see him come in. Something is very wrong.... never had that happen in 1.30 and I been in that guarding position many times.

State of the art system, 80 ping, 1900 x 1200 full graphics, FPS 30 to 60 reliably. Something is wrong.

I'm not saying you're wrong, but I had that happen to me in <1.31 all the time, with similar pings and fps. The net lag is at least 0.5s, so if he can come around a corner and kill you in that time you won't see him.

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The lag is terrible in 1.31, it was also bad in the beta.

Dying a lot to someone who comes round a corner, problem being, he kills me then appears coming around a corner.

Gamebreaker for me, never seen the lag as bad as this, well apart from the times when you know the server is gonna fart loudly!

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This is more of a rule in my gameplay with 140ms ping.

Just have to learn to live with it. Sadly enough it's a fact of life, it's just how the internet works and the rats can't really do anything about it.

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This is more of a rule in my gameplay with 140ms ping.

Just have to learn to live with it. Sadly enough it's a fact of life, it's just how the internet works and the rats can't really do anything about it.

i usually got 170 ping and ntoiced more lag especially noticable in CP CQC.

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In general I'm around 140ms but it goes up to 180-200 sometimes.

It has become worse yes, but I try to adjust the way I play as much as possible to compensate for it.

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Ur ping has not increased since 1.31 (highly unlikely), although u may find that lag has increased.

Remember if ur ping is 140 and u fight someone with a similar ping, then ur looking at double plus overhead at least, i have had to live with a high ping, since im based in scotland, but the lag in 1.31 is really bad, nothing like 1.30, apart from when the server was about to fail.

I understand the rats are keeping an eye on the host status, but im pretty certain it either is not running at optimum or the netcode is slightly broken.

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game is client side.. so the only folks that can be blamed for network lag is the users who play the game.

or at least thats the jist of what CRS tells me. I never go above 65ms ping, and never go below 25fps.

btw it's worse now and to prove the game truely is laggy by doing client side offloading.

shoot an EI in the back from 10 meters with a rifle aimed down the sight, on your end you hit him, you see the blood spot too.

he HEARS your rifle fire, turns around, shoots you, then dies from some kind of sudden heart failure.

Edited by whitten
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he HEARS your rifle fire' date=' turns around, shoots you, then dies from some kind of sudden heart failure.[/quote']

Have you verified this in controlled testing?

I've always had the impression that the shot packet and the kill packet are the same, so when you hear the shot, you also die, but I don't remember exactly from my testing with 2 accounts.

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I guess it is a tad comforting to know I'm not the only one dying this way; it is very frustrating though.

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I'm thinking that standing or lying still doesn't work anymore for me. I have a better chance of killing and not being killed if I'm hoping around. If I hide in the closets or lie in the old radio room I don't normally even get a shot off before dying.

My ping is 225 on average and I'm guessing that playing guys who have less than that allow them to kill me before I even see them.

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I had the same thing happen to be yesterday in Spa. I was inside the bunker and hidden behind that first set of boxes just inside the door. I see nothing and after a while I hear an SMG go off and get gunner down, but still see nothing. Then as I die I see the EI enter, kinda warp through the boxes and stand in the spot where I was hiding. Lag seems really weird since 1.31 launched. I also had an incident where I sprayed a rifleman at close range with SMG, saw lots of blood splatter. 1 second later he turns, shoot, and kills me, then literally 3 seconds later he dies as I'm going through the deathcam. I've had lag and had laggy double kills, but that one was particularly ridiculous and something I hadn't seen since before 1.31.

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I had the same thing happen to be yesterday in Spa. I was inside the bunker and hidden behind that first set of boxes just inside the door. I see nothing and after a while I hear an SMG go off and get gunner down' date=' but still see nothing. Then as I die I see the EI enter, kinda warp through the boxes and stand in the spot where I was hiding. Lag seems really weird since 1.31 launched. I also had an incident where I sprayed a rifleman at close range with SMG, saw lots of blood splatter. 1 second later he turns, shoot, and kills me, then literally 3 seconds later he dies as I'm going through the deathcam. I've had lag and had laggy double kills, but that one was particularly ridiculous and something I hadn't seen since before 1.31.[/quote']

^^^ this is happening too frequently now, its like when they put in the smoothing(predictor) in the netcode, i wonder if they have put in a smoother along with the changes made to inf movement?

One thing i have noticed is, i only really get this in towns, where my fps is dropping to 20fps average, so maybe its solely related to poor fps, causing the client to skip data being sent over the network?

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Know Your Predictor Code

The Predictor Code has changed from 1.30 to 1.31 (this is certain, as the BETA contained a switch to change between the two sets of code, old and new).

Whether the new code is better or worse (and at what) is a matter of opinion.

The current player theory seems to be that if you are moving, the predictor code favours you over a player with a static avatar. This makes some sense; if you are moving - rather than lying still as a defender - then the other player is subject to the predictor code on your avatar.

The thing that makes it "worse" is that the player with the faster ping does not benefit in all situations. In fact, sometimes, having the slower ping is arguably better.

On your screen your opponent moves via predictor code, his actual position is updated on your machine as your machine receives packets (via the server) from his machine. So, the slower his connection to you (via the server) the less accurate his position on your machine.

What the predictor code attempts to do, is "guess" his next position (and smooth out how his actual position/location is presented to you). The difference between where your system believes your opponent is, and where he actually is, is what we all call lag.

So, being sucessful means taking this lag into account. For example, don't rush into a flag-building ... Stop just outside, then rush in. The same with a room in a flag-building (or downstairs to upstairs), stop-then-rush. In this way you use the predictor code to your advantage, because if you are stationary it will continue to assume that you are stationary, until your machine updates the game world with your real (new) location.

Remember: Pings works both ways, so your location is received more slowly by an opponent with high-ping as well as you receiving his location more slowly when compared to someone with a better ping. This means that encounters between people with similiar ping-times are more accurate, but all encounters are - in essence - even (if you both use the predictor code to your own advantage).

If you care that much, there is a coders example - in C - of what predictor code is (I'm NOT saying this is how WWIIOL is coded) here

You can view the code in Notepad, but a dev enviroment makes things easier ... And, if you have a dev enviroment, the sample code will let you play with 'latency" settings (lag) to see how predictor code "smooths" and what effects big-ping times have.

(Or, you could not care, and just get on wih it ;))

Edited by branko
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game is client side.. so the only folks that can be blamed for network lag is the users who play the game.

or at least thats the jist of what CRS tells me. I never go above 65ms ping, and never go below 25fps.

btw it's worse now and to prove the game truely is laggy by doing client side offloading.

shoot an EI in the back from 10 meters with a rifle aimed down the sight, on your end you hit him, you see the blood spot too.

he HEARS your rifle fire, turns around, shoots you, then dies from some kind of sudden heart failure.

A player with a lower ping has no advantage in ww2online, since what he experiences is the same as u, still a round trip of 90ms as stated above, but their does seem to be some skipping of data on the network recently, possibly related to low fps when this happens.

Remember this game is peer-peer for the netcode, not server based, so having a high ping is just as good as a low ping, everything is happening in the past for the clients so to speak. Ultimately the delay is equal between the two people shooting at each other, or at least it has been for years, wonder if 1.31 has slightly changed this (doubt it, since no server can really handle that amount of traffic for a fps game)

(This is why simukills happen quite often in ww2online, you see the guy as he runs round the corner, and kill him, but then on his end, he runs round the corner and sees you, and kills you, so after you have fired and killed him, he sees you and kills you, this is especially noticeable during CQB with smgs, both usually die, since the delay is equal to both, doesnt matter if one ha a ping of 20 and one with 300, the equality is 320ms here plus overheads.

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The other day I was killed by an enemy that wasnt even pointing a gun at me. What happened was he appeared in a doorway, weapon down facing sideways, and in the split second it took for me to ID him, with him still facing off to the side, he shot me.

But while Lag is an issue I can honestly say at least 90% of the time I die due to poor tactics on my part. Or superior ones on the part of my enemy.

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  • 2 weeks later...

I don't want to dismiss these accounts as readily as "your connection sucks".

That may be the case and the truth is these things do happen. We do not control the interwebs.

However, we have made significant and needed changes to the network layer of the application. These deal largely with returning the host to the capacity that we had at launch in preparation to the BE:China launch.

There will be 10x of them but then that should be expected.

I'm seeing more of these reports than I would like BUT I think that 1.31.2 should improve this dramatically. We'll have to wait until next week's release to find out.

Keep us posted when 1.31.2 goes live.

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As I understand it, the moving player always has an advantage over one that's stationary in these situations, because they will always see their opponent first. Since the stationary player "sees" an impression of their opponent that's delayed by 0.5-1s (it seems), when coming around a corner they always have that much up on the stationary player. No way around it.

The moral of the story is that you should never be stationary, always on the move.

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The lag is terrible in 1.31, it was also bad in the beta.

Dying a lot to someone who comes round a corner, problem being, he kills me then appears coming around a corner.

Gamebreaker for me, never seen the lag as bad as this, well apart from the times when you know the server is gonna fart loudly!

I havent had to much lag tbh.

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I also think this is a problem that affects some people. Like a random set of folks not necessarily related to the quality of their connection. Its one of those problems hard to reproduce since its not obvious what the steps are to get it.

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It's a very pronounced problem that I see often, and I think exclusively in cps. (and happens all over in the cp) Had the same thing happen multiple times, laying in back room, get shot and dead and never see the guy till death cam. This never happened in the old version, you always saw the guy and it often ended with a simul kill.

I have a state of the art brand new computer system, so fps is like almost always 40 or better; now and then to 20ish, but very rarely. My ping hovers almost always at 82. So, I don't think fps or ping has anything to do with the problem, it's something else (like code for multiple people in a cp capping now?)

Something has changed no doubt. And has affected my game play terribly in the negative.

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Yeah, I'm getting lag-killed a lot more now too.

Hopefully the new patch (1.31.2) will fix it.

____________________

motormouth:

Much as Romzy's posting style can give me headaches (and the fact that he's "NEVAR WRONG!!"), that post pretty much nails it on the head.

sgtchief:

romz you['re] my damn hero

sydney:

Ya know, at first Romsburg, you rubbed me the wrong way and I wasn't a fan. But over the past 12 months, you have really grown on me. You're precise, well spoken and although you are sometimes a little harsh, you are most often correct and in proper context with your responses.

irelandeb:

indeed he's one of the few voices of common sense on these forums

pete, linc & julie:

I can't say [any]thing else [than] that the ban was justified considering that you have an 'impressive' TOS history....

owilde:

The only thing worse than being talked about is *not* being talked about.

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I shot a guy coming up the stairs today, he just stood there, so I ducked, then I heard him scream, it was like a full second, maybe even a bit longer (I actually had time to think 'what is he doing still standing there', it was almost erie). There is definitely some type of very weird lag going on in cps, at least for me.

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I don't want to dismiss these accounts as readily as "your connection sucks".

That may be the case and the truth is these things do happen. We do not control the interwebs.

However, we have made significant and needed changes to the network layer of the application. These deal largely with returning the host to the capacity that we had at launch in preparation to the BE:China launch.

There will be 10x of them but then that should be expected.

I'm seeing more of these reports than I would like BUT I think that 1.31.2 should improve this dramatically. We'll have to wait until next week's release to find out.

Keep us posted when 1.31.2 goes live.

Yes, hopefully this does improve. I can accept double kills because lag is inescapable and at least I had the chance to shoot him and if I'm defending and we both die, at least he can't cap. What I've been experiencing in 1.31 is a case where the enemy sees me and thusly shoots me before he renders for me. This doesn't seem to happen as much in defending CPs as it does in defending bunkers. If the enemy knows where you are in the bunker, or is checking known hiding spots, I'm almost always killed before I see the enemy. Obviously this is quite frustrating when beforehand at least you'd have had the opportunity for a double kill at worst.

Noticing the same thing as delems above, too. It actually adds kind of an element of, "Did I get him?" to the game, but it's very weird to see a shot you know found its mark do nothing for a full second or more. Just the other day in Huy I saw an EI next to the AB wall outside as I was pushing and smashed a 75mm HE round into it near the EI's upper body. I watched him run around the corner, a distance of between 5-10 meters and I thought it was just ineffective HE rearing its head. I continued the push and low and behold his dead body was clear around the corner.

Edited by oo6oo7
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