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#feedback

11/23/2017 10:48:32 AM
5

Destiny 2 needs dedicated servers.

Yes

43

No

5

There is far to much lag time and d-sync going on. I have been killed countless times after i had already moved behind cover and it gets so irritating. And countless times have I swung a sword into someone hearing the hit sound only for them to not take any damage and kill me with a melee some how. I and I feel like 99.9% of the community would really appreciate dedicated servers and it would ultimately make the game a more enjoyable experience. As it is now crucible is OK at best, I have fun, but more often than not I am just left confused and upset as to why my hits are not going through, or how I am being shot and killed although I am behind cover or around a corner. Even just yesterday I was shooting some poor guy and he moved behind cover and some how I just shot where he was and he magically died. And no I am not talking assists or burn damage or anything, literally my bullets hit where the host thought he was or something. Please consider this Bungie it would make this game oh so much better and I honestly don't think it will ever be able to truly become competitive or an e-sport without them.

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  • Edited by RAIST5150: 11/24/2017 6:13:41 PM
    The game is already using them... you just are not fully dependent on them. 100ms refresh rate, and they are the authoritative hosts while clients are only granted limited local authority over themselves (not over other clients like it was in D1). The 33/34ms refresh rate p2p layer (possibly as fast as 25ms for PC) is for sharing only... so clients can send data directly to each other vs slingshotting a server first. The design can dramatically improve accuracy throughout the instance and lead to smoother gameplay... provided clients and hosts are matched properly. And therein lies the rub... bad matchmaking. Latency to the cloud portal hosts needs to be a higher priority for everyone in the instance, as well as player to player latencies. They are getting WAY too out of spec as the player pool drops. They should be doing everything they can to avoid crossing at least a 100ms threshold... the update rate of those authoritative hosts. If they don't want to use actual regional filtering, they should consider a sort of "hard lock" on the player pool based purely on one's assigned portal. That should be matched based on latency at logon, and the players currently on that host should be the pool of players one draws from. When people join fire teams with people not already on their host, they should all be rehomed to a host that is central to everyone on that fire team. If an instance can't be filled from only within the pool connected to that host, it should give a notice, kick you to orbit while switching to the host with the next closest latency profile so a new search can be run. This would be a pseudo form of regional filtering that would happen in the background, and could go a long way towards resolving these off-the-wall latency issues where people are getting paired half-way around the world.

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