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#feedback

Edited by Riasimov: 7/23/2017 3:12:07 PM
103

Delay on hit registration in pvp, not lag

([b]Bungie please, read this[/b]) I love this new pvp in D2. But am I the only one or did anyone else notice that there's a sort of "delay" on every shot that lands on the enemy? I mean, I'm absolutely NOT talking about lag, I'm talking about this little (but frustrating) amount of time between the shots that land on the enemy and the numerical damage displayed (and also the reduction of the enemy health bar), which represents the hit registration I think. The large amount of trades is probably due to this. For example, with a pulse rifle this can be noticed easily: personally, I often stop shooting because I see and I know that all the rounds needed to kill the enemy did land. And they did. But the enemy, for the sum of all this sort of little delays, is still alive for a short period of time. Same if I hit the enemy just 2 times, the damage displayed shows (for example) just one hit. I repeat, I'm not talking about lag due to connection issues, it's more like a "tactile and visual feedback". Many friends told me that they have the same feeling. Also someone that has not played D1 and can't do comparisons. Any ideas? Explanations? [b]Edit #1[/b]: I've just posted this thread on Reddit, here's the link if you want to stay updated: https://www.reddit.com/r/DestinyTheGame/comments/6opwc6/beta_d2_delay_on_hit_registration_in_pvp_not_lag/?st=J5E7TQ3T&sh=26cae6eb [b]Edit #2[/b]: It seems to be affecting lots of people, keep writing your feedbacks and experiences, they're useful [b]Edit #3[/b]: This is another thread from JBizzahalla about movements and other issues, go check it. https://www.bungie.net/it/Forum/Post/229236362/0/0 [b]Edit #4[/b]: This delay is a real thing and most of players saw it. The "shot through walls" and probably the melee registration are the exact same thing of what we're talking about in this thread. There is a cause, and symptoms are these: -[b]Delay on hit registration[/b], that cause in turn these two "sub-symptoms": -[u]shot through walls[/u] -[u]bad melee registration [/u] -[u]lots of trades[/u] The "cause" is probably due to the different netcode used by Bungie. So technically it's not (simple) lag, like I've already said. Keep posting your feedbacks. Hope to get Bungie's eyes on this issue. [b]Edit #5[/b]: Just moved this thread to the "feedback" category, where developers at Bungie are actually checking for feedbacks from us. [b]Edit #6[/b]: Here's the link to another useful thread from AzureLich. https://www.bungie.net/it/Forum/Post/229343735/0/0 Make sure to upvote this thread to keep it up and leave a comment with your experiences in D2 beta so far.

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  • Started a new topic: "Delay on hit registration in pvp, not lag" in 2021(1 Reply)

  • Destiny PvP is FAKE man. I've been playing it a lot and my bullets also don't do normal damage and i loose almost every 1-on-1 gunfight. When i shoot with the same weapon as the enemy does, i melt away like nothing and the enemy still has 60% armour left.

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  • I thought I was going crazy, getting hit by grenades when I'm already far gone from the explosion, or being shot through walls, or sitting there like a dum dum swing my flabby arm at someone and not getting melee damage out. Doesn't help that I'm a hunter :( I feel extra flabby.

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  • I went back and played some D1 after about 7 beta control matches. It's way quicker and smoother IMO. I was surprised how much crispier and buttery it felt. D2 has significant hit reg issues. There is a distinct delay which I find most noticeable w pulses. It feels like the bullets hang in the air for a beat. Every gun feels like a Fusion rifle in the way it hits. More often than not I'll land the killing burst and the enemy takes another 4-5 steps and then dies. Getting post-mortem kills with a pulse rifle shouldn't be possible but it's happened a few times.

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    • It's unfortunate Bungie has nothing to say about this. At least Blizzard upgraded their servers from 20hz to 60hz in Overwatch soon after it launched. Bungie must be cheaping out or something.

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      • On the couple matches I played, I never actually experienced the delay all that much. There was 1 or 2 cases for me and that was about it. For some odd reason I usually like never encounter the problems that players have but I do always support the problem getting fixed even if it does not happen to me

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      • Bump

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      • That happens alot with the sentinel super sometimes it takes 4 hits to kill one person.

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        • The Hit Registration delay is a result of the Hybrid Connection system. The combination of Client and Server connectivity makes it's appearance ingame when you kill someone. Unlike the older CoD titles, delay in the death of your enemy (or you) is not 100% because of the connection, but it is in fact the Server verifying the kill. During that delay, the Server is checking down to the millisecond whether your bullets [i]actually[/i] hit the target before they, say, got behind cover, or sidestepped them. Another game that uses a variation of this is Battlefield 1. I suggest you watch this video about it. [spoiler]Video name is "Battlefield 1 Netcode Analysis" by Battle(non)sense[/spoiler] The creator goes through all forms of Connection that Games use, and through it you can piece together how D2 works.

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          • Agree 100% please bungie. Bring back crispy gunplay. And faster movement speed.

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          • This has happened to me before. Would either get shot through a wall or get shot through my titan barrier. And i would also shoot people through walls because of the delay. I hope bungie fixes this

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            • Edited by AzureLich: 7/23/2017 2:29:50 PM
              Wow! I just created a topic about this very thing. SOOO glad that someone made an even better post about it :). https://www.bungie.net/en/Forums/Post/229343735?sort=0&page=0 I honestly think that the delay is, in fact, lag. Some games seem to display lag in different ways. This delay, which I absolutely loathe, seems to be a way certain games display their version of lag, as tons of older games had this in their online play as well, including Destiny 1, which was even worse than this. I could be wrong, though. If it's not lag, I honestly don't seen why it's even in the game then. As I said in my post about this, games like Overwatch, Gears of War 4, and Halo 5 do NOT have this delay in online matches. Whether it's because of said games having dedicated servers, or better "netcode", these games have instant bullet shot registry on targets, and makes it feel almost like playing offline. Just like in Destiny 1, the shot detection in Destiny 2 is very delayed at times, and makes the game feel very unresponsive and clunky. Perhaps with some nob turning or tweaks, Bungie could fix this issue before the game releases? Having good online play is paramount IMO to compete with some of the other FPS giants. I truly hope the online play becomes on par with other games in the genre. The game would be fantastic without the delayed shots.

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              • I've noticed it. Doesn't feel like lag to me but it's strange how the enemy health bar moves sometimes while in a fight.

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                • Edited by FileUrCompla1nt: 7/23/2017 4:58:51 PM
                  Played more countdown last night, i enjoy that mode much more than that tiny control map, and this is still a big thing. My gun melts a guy one round then the next round i can barely scratch his shield. Or i'm in a 1v1, i can see my crosshair is bang on him, he is taking little damage, i run round the corner to regen health and reload, and bang, we both die. There is much less teleporting but i think that is deceiving. Fingers crossed they can sort this from the data from the beta. All this push for competitive PVP and we are using a p2p network @ 30 fps. The PC crowd won't be playing d2 long if it is like this for them, they will tear Bungie a new one.

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                • I notice it more on the Better Devils Hand Cannon. I'll see the hit spark, but it takes a second for the damage to register, IF it registers. Their new system is still terrible.

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                • Yeah, there have been times where I stop shooting, my bullet lands and kills them, I run a step and then their dead body's shot lands on me and I die. And I have been shot through the walls a couple of times because of this. It wasn't lag because I only had one game where a guy was actually teleporting.

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                • I had more trades in the beta this week than in 3 month playing d1. Its ridiculous. Plus its laggy too. I think Im gonna skip the PvP part in the D2.

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                  • Yes the hit reg and detection are the biggest problems thus far go the beta. I think this is just a problem for the beta but I just want to make sure.

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                    • Poor hit detection is a lag issue, and it's much worse for me in D1.

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                    • 1
                      Wait, you said you like the beta's pvp? Come on, man.

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                      • Bump.

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                      • bump

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                      • I have definitely noticed it, and to me it completely kills sidearms and subs as a weapon class. Both are weapons based on bullet hosing but you cant kill someone with these weapons (usually) because the hit registry is so messed up. Ive emptied entire clips point blank into someone and gotten two hit makers, but as both weapon classes have such low impact I end up doing 11 dmg per shot typically. And if you cant rely on bullet hosing, you cant rely on these weapons. Plain and simple

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                      • Because Bungie took a racing network structure and tried to apply it to a shooter... Weird shit happens

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                      • Also, about half the matches end up being a 3v4 halfway through and stay that way till the end. In 4's if you lose one player that's 25pct of your team!

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                      • There's also a delay in D1 (at least with melees, not sure about guns). I'm thinking it might just be part of the engine.

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