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Players freezing in place when shot bug


dweeb
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and the stationary vehicles rotating in random directions on their center axis bugs really need NOT to become the type of bugs that just hang around for a year or two and become accepted parts of the game. There are been bugs in the past that were sort of minor and perhaps even a bit lovable that hung around forever, but these two bugs have already been here a few months and really tank the production values of the game.

(and the vehicles rotating in place bug actually has pretty huge game-play implications. You may think you are hull down, but to another player you might very well have your weak tank belly facing them)

Edited by dweeb
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it sucks to shoot someone and you dont know if you got him or not, you shoot again and he

doesnt move then vanishes ,then you got him. But you have shot 2x giving away your position :(

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When you see a tank floating in the air, or rotating, where do you aim? At the tank you see or where you think he is in reality?

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When you see a tank floating in the air' date=' or rotating, where do you aim? At the tank you see or where you think he is in reality?[/quote']

Where you see.

We kill on our own client. Regardless of where the enemy sees him/her self on their client

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Where you see.

We kill on our own client. Regardless of where the enemy sees him/her self on their client

God, that is sad.... this game was better 5 years ago, yeah .. 10 years ago...

Merc88.87.86

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God, that is sad.... this game was better 5 years ago, yeah .. 10 years ago...

Merc88.87.86

Kills have always been client side. I have no issue with that under normal circumstances. In fact generally I prefer it to the alternative, which leads to other weird side effects like needing to lead targets differently depending on how much lag you have and needing to guess where your target "actually" is. Ro2 for example suffers from the alternative approach. Its just bad when you get a kill on a wolverine (or whatever) because he thinks his front is facing you and in reality his open top was facing you.

And it looks completely terrible to anyone trying out the game.

Edited by dweeb
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If you see just one other unit behaving crazily i.e. rotating, flying, etc., it's your client's predictor free-running because that unit has disconnected, or sent a trashed packet, or otherwise hasn't updated itself properly.

If you see multiple other units behaving crazily, the problem most likely is with your own net connection being inconsistent.

It's impossible to build an MMOLG that can properly display other player-positions if those other player-clients don't provide correct update-packets, and if your client's net connection isn't consistent.

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If you see just one other unit behaving crazily i.e. rotating, flying, etc., it's your client's predictor free-running because that unit has disconnected, or sent a trashed packet, or otherwise hasn't updated itself properly.

If you see multiple other units behaving crazily, the problem most likely is with your own net connection being inconsistent.

It's impossible to build an MMOLG that can properly display other player-positions if those other player-clients don't provide correct update-packets, and if your client's net connection isn't consistent.

I think most of us understand that, it can be seen in most games and is easy to spot when it happens here. However, this is happening to players that are still connected; a tank may be actively involved in combat and killing others, but to others he is flying around in the air like a leaky balloon.

It looks terrible, and the few times I have even bothered to log on and play ground, I have seen it.

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it sucks to shoot someone and you dont know if you got him or not, you shoot again and he

doesnt move then vanishes ,then you got him. But you have shot 2x giving away your position :(

THIS in spades.

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Same too me yesterday, EI was standin straight heard 2 shot in his direction thinkin 'OK he dead but lagged'...

lo an behold he turns an pops me...

got mad of course and went out with smg an killed 8 hopeless souls tryin to cap MY cp.

revenge is so sweet.

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I have wondered what to do with my satchel as I stare at a Churchill that has it's nose buried in the ground and the ass of the tank almost straight up.

In a time sensitive moment of, there's EI behind him covering and I managed to crawl up to place the satchel, then it begins to rotate.

BOOM I'm dead to EI cause I can't figure out what to do with my satchel, now that ET has free reign to kill, because that EI is now even more vigilant to keeping the tank clear.

Alt

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If you see just one other unit behaving crazily i.e. rotating, flying, etc., it's your client's predictor free-running because that unit has disconnected, or sent a trashed packet, or otherwise hasn't updated itself properly.

If you see multiple other units behaving crazily, the problem most likely is with your own net connection being inconsistent.

It's impossible to build an MMOLG that can properly display other player-positions if those other player-clients don't provide correct update-packets, and if your client's net connection isn't consistent.

I've been playing this game 10 years. So I've got 10 years worth of evidence that what I'm seeing is not just something we have to accept, but something that is worse than it has been for the past 8 or so years. And lots of people who normally don't see this type of stuff are now seeing it. Go online randomly and ask on side if anyone else is seeing static units rotate in place. You will get lots of yes replies.

I'm not saying this to be negative. Its just totally counter productive to pretend that suddenly this is an ok status quo. (And again, I know the rats have NOT said they are ok with this, so hopefully they are working on it)

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I can't play with the current game version sorry I was considering resubbing due to how great 1.33 was for me It was actually stable and increase my FPS, with 1.34 I had a more than 100% decrease on fps the game is barely playable and this is the MAIN reason I have with this patch.

CRS completely destroyed all their credibility they had gain by punching the release of 1.34, bring 1.33 and I will gladly resub I just want those 1.33 bug fixes and target distance.

I do not look lightly on waiting for more 2months with this amount of gameplay breakers imagine if this bugs take the same time has the cornflakes bug...

Me and thousands of future players will never subscribe or even play this game with this low fps and incomprehensible requirements for 1.34 when 1.33 handle fine had less lag, had more fps and seem to actually draw more enemies than 1.34.

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  • Registered Users

It looks like all the "idle state" animations are messed up along with ragdoll death animation (ei freezing when shot).

Inf that are standing still (no imput) starts a slo-mo jog in place.

Inf that are laying down sometimes go into a slo-mo crawl in place or constant reload animation until they finaly move the mouse or movement keys.

I tried to sap a stuart just now, got up to him and his tank was doing a tail stand. Still tried to sap the "bullseye" but no effect other than the sap woke him up and he moved his turrnt which sit the tank back on its tracks.

Seems more likely to happen with alot of players in a area.

Making game play realy tough ATM.

pXAmW2wWTvw

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Yeah altu I'm wondering if the inf lag on death is related to that. We're going to have to have some big beta open tests to figure this out. Building a beta now for testing in the coming days.

Great summary as always Zeke. Seems right on the money. Updated ticket.

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