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#feedback

Bearbeitet von Wonderpill: 7/8/2018 6:13:05 PM
58

Why Shallow Packet data is the ROOT OF ALL DESTINY PROBLEMS

[b]****If you find this too scientific to comprehend, please just move on, and do not downvote this, just back away and enjoy your day.****[/b] Shallow packet data, (the way the game explains your controller inputs to the game world) is easily the most problematic reason Destiny as a series, has failed us for so long. When you have 15 packets sent from 1 player, and 15 from another, and they fail to sync up in within the first 2 -5 packets, you lose data. This amount of data loss is minimal, if there is a target that is not affected by the data loss. This data loss is typically recovered via an algorithm that knows what the los was, based on the data preceding and proceeding the lost data. This is called an MEDIAN WEIGHTED ALGORITHM, and has been used since Compact discs were OVERSAMPLED to alleviate skipping. [i](example... I spelled LOSS with 1 "s" and you figured it out)[/i] This same algorithm has been adapted to TCP and IP as early as 1999, and has been a staple resource in online gaming, from Chess to Counterstrike. The difference between Chess and CS, (aside from 3 letters) is the number of packet data used to tell the gameworld about player inputs. Chess data packets can be as latent as 1 packet every 10 seconds, and players will still be able to enjoy the game. Counterstrike using 120 packets per second, to tell the game world that I am creeping out into an open area, allows me to do so, without the game assuming that I plan to walk out into the open, even though I have stopped making directional inputs. In a game like Chess, with the lower packet data, The game would either teleport me to the average location during the update (between starting point and end point of where I actually told the game) and then when it updates again, place me where I actually am, providing I haven't moved again, and have not been killed by the opposing team. Speed this up a bit, to around 15 packets per second, and there still is the same type of data arrangement. The game is still trying to tell other players where you are... If you Jumped, if you are actually walking out into the open, or planned on stopping. When the game reads this data wrong, you appear in a place where you are not, making you an easy target to someone seeing the incorrect data. [b]This Happens fairly often in Destiny.[/b] To alleviate this problem slightly, all players have an overshield, to compensate for the slight lag that is consistently occuring, throughout the gameworld. Take this into account, and the Crucible, with 8 players all contributing to the packet handling, and you have a game where losing 33% of data packets adds up to a major problem. If the first 2 bullets a gun fires, do not register on the target's game, and are done by all 4 players on the other team, those 8 bullets will kill the target without giving any form of notice aside from the death of that player, followed by seeing the players that killed you change direction. If this packet data was more in depth, in a game that is rendering 30 frames of data per second, but only registering inputs half of those frames, it could be on par with 1 packet per frame, (which should be the bare minimum) and provide a solid enough experience, where 12% packet loss is negligible except in extreme situations, Like stacked snipers aiming at a small area. Bottom line is, if the packet data was deeper, like 60 packets per second the overshields would not even be necessary. Without the Overshields, guns would perform as intended, Submachine guns would not destroy people because the first 4 bullets don't tell the target it is being shot. Auto Rifles would not out gun someone in Scout Range, because the first 3 shots all hit the scout user at once, and forced them to miss their perfect shot. Things like Graviton Lance killing someone, faster than the Highest Impact Scout rifle, would not happen in an even trade. In fact the majority of the issues this game faces, would be super quiet. They would come down to having things to do. I have played Counterstrike, only playing De_Dust map, with the same people, with the same guns, for a long time... and it never got boring. It never felt unbalanced. Sure people find new ways to employ new tactics, but that is the definition of Sanity. How did Counterstike manage to keep people interested in playing the SAME MAP for 10 years? They increased their data packet rate, to alleviate the issues that people might blame weapon balance on.
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