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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.

TONS of players not going down.


stdyhand
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I have shot so many players at point blank ranges with SMG's and they don't die. They take aim with a rifle and kill 2-3 in a bunker. WTF. Fix this game. There is NO way one person walks through 3-4 SMG's shooting at him at point blank range and walks out alive. Blood is clearly visible from the EI but he lives and we all die to a rifle. This game has gotten out of control.

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Yeah it is getting bad. We lost a P1 FB i was guarding a few days ago. I got 5 kills on engineers, but 4/5 i shot long before they placed any charges. One of them took a whole lmg clip, then several pistol rounds from 10m and it was still another 5 seconds or so until he dropped down dead.....long enough to get his charges on :mad:

It wasn't even that busy in the area, less than 10 allies within 1km, no more than 10 axis as well i would say.

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I had a case today where I ran into a bunker half asleep. I heard an SMG open up on me. I look all around the room and don't see him. Finally I found him tucked in the corner of the bunker and I killed him with my rifle. I ran about 5 ft. and fell dead after the EI was dead. There is no way he missed me at that range. I was just standing there wondering where he was. He had time to fire and reload before I killed him. In this case I was the one obviously not dieing on time. But it is happening all over the map. The problem seemed to be isolated to CP's alone for a long time but has now spread to every aspect of the infantry game. It is not worth paying for any longer.

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I had a case today where I ran into a bunker half asleep. I heard an SMG open up on me. I look all around the room and don't see him. Finally I found him tucked in the corner of the bunker and I killed him with my rifle. I ran about 5 ft. and fell dead after the EI was dead. There is no way he missed me at that range. I was just standing there wondering where he was. He had time to fire and reload before I killed him. In this case I was the one obviously not dieing on time. But it is happening all over the map. The problem seemed to be isolated to CP's alone for a long time but has now spread to every aspect of the infantry game. It is not worth paying for any longer.

same sort of thing in my post about getting shot through walls and cielings in CP's

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I think that this is all related in some way to the extra long spawn in time, after I've taken ages to spawn in I seem to be out of sync with the server, I watch friendlies walking through walls as well see strange laggy stuff from enemy infantry that I shoot, something happens during that long spawn in.

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There is another topic about this thing, its lag issues..

I think this has to do with packet transmission between players some players I see this happens to other I doesn't, Its only on 1.34 and to tell the truth in my 5 years I have never seen this much lag overrall seen people shot and stay alive for more than 30 secs while keep killing other players...

But usually most long deaths are around 2-5secs.

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I think that this is all related in some way to the extra long spawn in time' date=' after I've taken ages to spawn in I seem to be out of sync with the server, I watch friendlies walking through walls as well see strange laggy stuff from enemy infantry that I shoot, something happens during that long spawn in.[/quote']

I wouldn't be surprised if they were related. But we'd had the INF lag for a very long time now, even back when there was no delay to spawn in. We had it many many patches ago when there was no CTD issues or connection to host problems. I think this is two different issues. One is networking related and the other deals with the updater or predictor code. It could be a hardware issue with the server as well. EI gets shot, but the server doesn't transmit that data fast enough.

I think this is why the problem started after 1.31 was released. This is just my opinion, but I think the server is having the same problem many players are with the game. CRS put out recommended specs for the game that should run it smoothly, but today we find players with some awesome machines and still can't run the game smoothly. I think the server has the same issue. Their hardware is just too OLD. It can't process the data being sent too and from the servers fast enough.

Edited by stdyhand
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You're right there are two issues, I'm pretty sure the old lag is indeed to do with the predictor code, when the training server was working I could easily replicate the lag using 2 accounts on 2 separate pc's

The lag I thought you were talking about in this thread is much, much worse.

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We just found and fixed a 500ms delay on the shoot - die connection. Not sure it will fix what you are talking about here (I can't fix base pings) but should help.

Have you checked your ping to the server?

When I shoot you and you shoot me back then you die and then I die after I'm around the corner it usually means I have a really bad ping.

It can mean other things but I like to look there first.

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