[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.
English
#feedback
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1 Antworten[quote]If you find this too scientific to comprehend, please just move on[/quote] Well, aren't you just a passive-aggressive Neil deGrasse. Don't start your posts like this, just some hints for the future. [quote]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.[/quote] No, I'm pretty sure Bungie themselves, and their Eververse, and all the other crap they've done is the reason Destiny has failed. Granted, complete incompetence with a Network Infrastructure will harm a game, but it's not near the top 10 right now. [quote]In fact the majority of the issues this game faces, would be super quiet. They would come down to having things to do.[/quote] No, Bungie DESIGNING things to do would give players something to do. [quote]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.[/quote] I think Counterstrike being good and from Valve makes people want to play the same map for 10 years.
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Bearbeitet von iamhodges: 7/12/2018 3:13:49 AMErgo why auto and burst are usually great on a console fps (and the problems devs have in balancing them)
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1 AntwortenDid shallow packets create Eververse?
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For pvp I can see this helping, but this is so far from why D2 is widely seen as a failure.
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[quote]easily the most problematic reason Destiny as a series, has failed us for so long.[/quote] Quite a claim there. If you exclusively play this game for the Crucible, then I can see why this would be the biggest (or close to biggest) reason for Destiny failing YOU, but for people that split their time between PvE and PvP, or exclusively PvE activities, this isn't even in the top 10 list of reasons Destiny has struggled.
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Yet I don’t experience any of this.
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1 Antworteni blow dry my belly button!
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thanks for sharing.after reading that I understand some of the "things" ive seen in crucible now :)
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4 Antworten[b]Error is the price we pay for progress[/b]. That should be Bungie's motto for Destiny. It requires a very unusual mind to undertake the analysis of the obvious. Bungie has employees who understand these things (netcode programmers, etc.) but balancing cost is more important than offering the best possible multiplayer experience. As long as, "It's good enough." “[Beware of] the fallacy of misplaced concreteness." Said Alfred North Whitehead. I know people who think that they are terrible at multiplayer (most games in general, not just Destiny) but they do not understand all that goes on in terms of the moving packet data. In a game like Black Ops you can fix such issues by owning a router that will place you on central US servers rather than always on servers along the East Coast where a lobby will never have players who are located within a 500 mile radius (toss someone from Spain and/or Brazil into the mix) and watch as the lag-compensation system gets triggered to deal with it. There is this truth about the cause. And there is the deception from the company. With Destiny 3 probably being a thing and whatever future projects Bungie and/or Activision has planned for the future the present is always the best time to come clean with the public and admit that there is a problem. I fear that we'll be buying games from these companies years from now with nothing having progressed. Find the people, Bungie, who love to make improvements and who do so with a passion. Hire them. Give them space. Let their creative genius birth a new future (where Bungie forums are only full of happy face emotes).
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Interesting given you neither mention connection speed (dictates how many packets you can actually send in the first place! Or the fact that these are peer to peer connections so any data sent isn't just to and from a single end point. Try again! This time actually taking the games infrastructure into account.
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Please like and bump this thread. Tell your friends to like and bump it. Tell your enemies to like and bump it.
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So what your saying is, nerf fusion rifles!
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I have tried explaining this to my group but not this well and this is exactly why I don't play very much crucible. I get so tired of being killed when I feel I shouldn't have and having so many questionable deaths. I am going to try to get this to my group for them to read and hopefully Bungo will do some improving on this at some point. I know with my net my router and everything I should not see near the problems I do and I usually blame it on the other player when I see things then check my net and it shows better that what I should be getting at well over 100mbps with an 18ms ping and 1-2ms jitter.
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Aaaayyyyyyyyyyyy...all i got....😶😶😲 [spoiler]aaaaayyyyyy...lol[/spoiler]
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3 AntwortenWhy does increased packet data depth, more packets per second, mean less packet loss?
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3 AntwortenI don't particularly understand why PvP in Destiny 2 can't be 60 frames per second. The maps are small, there are only 8 players (sometimes 12, sure). I feel like way more people would play crucible, the true end game, if Bungie did as you suggest and invest in PvP. They spent all this time balancing crucible but did not appear to do a whole lot to improve the quality of the experience. They balanced the crucible as you say to compensate for its faults.
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And THIS rt here is why I'm not even going to look at D3 if one gets released. And what is stated here is the biggest problem with Trials, a form of PvP that I used to play in D1 and no longer play in D2.
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Funny I thought Bungie was the root of all of Destiny’s problems.
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That was actually very enlightening!
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Bearbeitet von Booty_Smackin_XD: 7/10/2018 12:02:46 AMThis is why we need dedicated servers bungie. You make it unplayable on the pvp spectrum. I take a break from destiny every couple of days cuz the latency issues.
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Great post. Unfortunately, Bungie knows all this ( duh) and chose not to fix this.
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Good lord its been ages since someone has made such a well constructed post around here. I think you might have gotten lost on your way to reddit. Either way, thank you for attempting to explain lag to people.
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Too complicated. Downvoted, muted, and reported.
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Great feedback! One thing, though... The overshields that a Guardian has is part of the power they have. I'm not saying they don't compensate, but even if data packs were strong and the game was sufficient with content, as a Guardian, it'd be weird to not have an overshield. I would be open to a Crucible mode (or even for PvE) where overshields are actually non-existent.
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4 AntwortenBearbeitet von evilgiggles: 7/8/2018 10:51:10 PMIf someone's shoe came untied, it would take Bungie 6 to 8 weeks to analyze the shoe and then attempt to tie it. They'd probably fail the first time by tying it the wrong way and it would take another 6 weeks before they manage to tie it properly again. There's no way they're going to change the data packet rate without destroying the universe in the process.
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4 AntwortenYou can tell all the bullshits you want but I play 12 online games,I have problems only with destiny,the problem is not my connection,the problem IS A SHITTY NETCODE DEVELOPED BY SHITTY IDIOT MONKEYS!!!