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Anyone else not receiving kills for dewinging?


david06
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At least not in the AAR; I really don't check the actual stats very often. I'm just asking because twice I've blown a wing off of a fighter recently and have not received kills on them. Both were clear cases and I was able to rule out someone else scoring the kill. Anyone else experiencing this?

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I don't check stats very often either but was saddened when I didn't receive a kill for knocking out the engine of a Bell. Seems the engine isn't a critical component.

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I had two kills last yesterday that did not show up in game post mission, but they did show up in CSR stat page.

So not sure what the issue is.

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yup flamed hawk yesterday, watched him dump it into the bush and no kill on AAR, however check CSR and shows kill..............veeeeeewy intewesting

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In my case I was alone doing some vulc... target practise, saw engine was out and let it go. I saw it assplode after a botched ditch attempt.

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I had two kills last yesterday that did not show up in game post mission, but they did show up in CSR stat page.

So not sure what the issue is.

I was one, and I can tell you why: I crashed on landing at Antwerp, dammit! :D:D:D

I had a kill credit on you already, and had I not blown up after skidding 75 meters across the Antwerp airfield, you wouldn't have scored on me at all. I worked hard for that RTB, flying minus one wing, one engine, and on fire - only to be "cheated" at the end of a masterful attempt, if I must say so myself.

At least I scored 2 110FBs on that run! "Phear teh DB7 and its mighty BB-guns!" *lol*

...

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Several things that should be understood by players:

1. Until we rewrite the entire scoring system, and do some host work to make any rewrite possible in the first place (a task quite a bit more complicated and long term than most seem to think it is) ... the current scoring system is simply unable to be 100% accurate. Yeah this sucks totally and we don't think it sucks any less than you do. It has been improved as much as we can over time, but there simply is no way with the current server architecture that the whole game cluster works on; to ensure that scoring is 100% accurate. Reporting issues and errors with scoring will not help us to fix it, it cannot be fixed further. It has to be REPLACED.

2. If a player vehicle receives critical damage (this awards the kill) from another player (which you may be unaware of) you cannot get a kill for that vehicle. Vehicles only die once, as far as kill awarding goes.

3. CS&R is not "real time" score reporting, it can't be. Your score has to be written out to an external database and then a script has to run on a time based fucntion to update that database and all the hundreds of thousands of fields it contains. Then that data has to be written out to the webpage you use to look up your stats.

4. AAR's in the game and CS&R on the webpage are not the same thing, and AAR's are not "real time" either. With your login being handled by several "virtual logins" of you across a cluster of different servers doing different tasks associated with your wide variety of actions in game, at the UI, etc., we cannot make "instant kill scoring" work under this architecture. Not because we don't want to but because we have to redesign and rewrite it all with a totally different approach than was used in the beginning, to make any form of "real time" scoring work. All of our scoring enhancments and improvements have been written onto the back of the code base created 12 years ago and it cannot do "real time" scoring with the structure of the server architecture we have now; which after 12 years of development, improvement and evolution has gone places and created problems that were invisible to anyone involved in the original effort onto which all this subsequent progress has been grafted.

So it's pointless reporting these issues in the hope that as soon as you make us aware of them, we can fix them. We cannot fix them based on you making us aware of them, as "awareness" isn't the issue causing them to exist. We are aware of them all.

We have to design an entirely new scoring system, create it, write it, trash the old and then replace it. That's going to take awhile but we're already doing the design work for it and it's simply a matter of time.

No we don't like what this forces us to accept any more than you do but we also realize at the same time that there is no other alternative. At all. Period.

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But a killed engine' date=' prop is stopped and looks bent, is a crit kill, right?[/quote']

If the engine is dead, it's a crit, bent prop by itself is not.

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OK thats fine doc but why is this all of a sudden starting to be a bigger problem? thats what im wondering, if anything in the past the AAR has been right and the CSR has always malfunctioned or been behind, thats what im curious about, i've read over and over the reasons behind not being able to fix it right away and understand that, but in 6 years i've never had this problem until now thats why im wondering whats going on, has something changed somewhere?

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Well it may seem to you that it's a bigger problem but in fact we have reduced the occurance of it if you look at our data. I'm not here to argue though, just explain.

When you "login" to the game, you login to one host. Now the host knows you exist and can ID you. However, when you navigate the UI to create a mission, you change hosts. You must be handed off and that means (invisible to you) you get "logged out and back in again" on the new host. That means a new ID. When you spawn in ... do what you do, gain whatever score you get (this will appear in your AAR *after* you despawn and not before, thus it is not real time, it's a look back) ... once you despawn you get passed back to the other host again (I'm not going to explain why this is it just is ... it's how the cluster works ... the "server" you log into is a sever farm it can't all run on one server alone) to compound the issue your killer or victim is going through the same process as you are and your "score" and his are tied together, since "kills" are based on information passed between both your clients and neither is real time, but must be recorded and updated after you despawn. Factor in all the host hand offs as you go from one to the other within the server architecture and this is where the issues of "not 100% reliable reporting" are created.

The bottom line is we know about it, but cannot change it until we replace how scoring works. Nothing you say, suggest, or argue about this will change anything. It's natural to think you might know how to solve it but in all honesty, you don't. We do know what the issue is however, and what needs to be done and we just have to get that massive task underway and we are going to. Until then, we all have to live with the fact that scoring isn't close to anything like as relaible as we would like it to be. I just want you to understand and accept that we know about it, there is no mystery about why it isn't 100% accurate for us, and we are going to completely replace the whole system, but that this is going to be a huge re-engineering of the way it's done and will take a gigantic chunk of time to even get to where we can begin testing it.

Drillin, stuff has changed in lots of places. Like the "bailout scoring" which never existed before and makes it even more complicated to get right.

Since this is a reporting forum and not a discussion forum, I will be closing this. Nothing personal.

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