Nice to hear from a QA and TQM adherent - thoughtfully structured intervention based on a clear understanding of common and special cause events is oft the most effective.
Your post doesn't quite describe your proposition sufficiently clearly for me to contribute productivity. I would like to as I am interested in your approach.
Can you provide your operational definition of not navigating the Internet efficiently, how this differs to latency management and provide a example how inefficient internet navigation may be driving say, the melee effects you describe.
This may help me better grasp your hypothesis and contribute.
Thank you in advance of any response.
English
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Edited by Rufnek2014: 1/8/2016 11:05:39 PMVery well stated. I'll attempt to keep this short and as concise as possible. It would be near impossible for me to provide an operational definition of how to navigate the internet efficiently as that is not my technical expertise. What I am attempting to provide, is a summary of the many observed characteristics (documented through a multitude of videos, podcasts & forum posts) as experienced by myself and thousands of others (Bungie forums are not the only place people post about Destiny). Rather than state what the general Destiny population *might* see (or perceive) as poor coding on behalf of the developer, rather I theorize that it is statistically more likely that a successful developer (Bungie) is treading on ground that has insufficient tools(resources) to capture where coding sent through the internet is failing. They (Bungie) also appear to be unable to capture real end point data regarding these fail points. They are aware of unresolved networking issues though. This is made apparent through posts by Bungie stating that the player must return to orbit and failure to do so will result in the loss of engrams. Power failure or network loss prior to orbit return will also result in engram loss. And for your question on melee hit detection (for example). Lets say the range of your fist is 1 meter (3 feet). Meaning if anyone comes within that 3 foot arc in front of you then your fist would connect and do damage. This is further complicated in a Peer to Peer system. When you have two opponents playing against each other in a Peer to Peer system, it is likely that one of you is actually hosting the game and the other is 'playing' on your system. You will have an instant advantage in that your system will not need to navigate the internet to provide a response but the coding *could* simulate a delay to assist in fair play. For example: You both rush each other with intent to Melee the other. You both swing at the same time. If your latency is higher(meaning extra overhead is added to the time to navigate over the internet) it is likely that he will connect with your face before the system can receive your response. The network code tries to 'even' this out. That is why you see the other player die a second or two after you have already been killed. It determined you both hit at the same time but the actual determination occurred after you were dead. If the 'latency' and related network code is really out of sync you may feel like you are a god and un-killable as you run through the map killing players en-mass. They can not seem to hit you as you 'pop' in and out of existence, yet you have no issues obliterating them as they literally stand in front of you but can not see you. On their system you are not in that position. This becomes more complicated when the matchmaking code is applied based on your kill/death ratio. Everything leads back to the network code and how well it works......Everything. PvE and PvP.
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Edited by Killlerschaf: 1/8/2016 11:55:31 PMFine and dandy. It doesn't make sense that melee charges are consumed though, and no damage is dealt. If it gets consumed on my end, I HAD to hit my enemy, so the damage should always be applied.
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Are you saying you melee an opponent, register the hit at your end, but no hit is registered on the opponent end ?
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I mean that I hit my opponent with a charged Voidwalker/Bladedancer melee, my melee ability charge gets consumed and put on CD, yet I deal zero dmg. The important part here is that the ability gets put on CD, because this means that I must have hit something on my end.
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Edited by gallp13: 1/11/2016 10:10:01 PMUnderstand - to summarise Your console 1 registers hit 2 super CDs 3 registers no damage So this indicates a hit registration or pack loss issue between you host and target or you and target if you are host. This is a perfect example of OPs hypothesis - are you able to provide at least game date, time, game type and lobby list. This can be provided to Charlemagne at help who can review the instance and OP hypothesis and progress solutions.
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Edited by Rufnek2014: 1/11/2016 7:02:43 PMTHIS. AND MORE OF THIS. Is it possible to somehow get Bungie to make a Feedback Sticky post that has something like this the areas I mention in my OP? e.g. People could respond with a 15 second video and a date/time/match scenario. Bungie could use the posts as a way to coordinate real world end user data based on the tools they currently have at their disposal. This would allow more of a build out in areas once they find out what is causing the issues. - Hit Detection would likely be the easiest to record, display and contribute back into the post via the end user. (melee & gun) - Engram duplication or lack of prizes would be tougher, but if we ask people to save up engrams and then open them one after another and list that video at least Bungie could potentially track and capture why people get the same item from exotic engrams 4 times in a row, despite having other engrams missing in that same type. (e.g. 5 special engrams opened in a row, one after the other and they turn into 4 Invective shotguns and 1 4th horseman, but you still don't have a Plan C.) - I'm inclined to believe that if Hit detection and engram duplication could be 'solved', the weapon class modifications would suddenly drop and could be narrowed down to a single specific weapon or perk rather than a class of weapons AND it would be easily seen as such by Devs and Players alike. The above would not eliminate all or correct all, but it would go in the right direction to solutions.... :)
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Edited by gallp13: 1/8/2016 11:17:47 PMThank you very much - this makes sense to me and helps me contribute. You probably have a sense I share your enthusiasm for this matter - it is the [b]NUMBER ONE[/b] issue. Solve this and a lot of second order issues disappear. As a TQM you will understand for example that if NetCode does not work as well as intended - balancing guns under this environment is fruitless. NetCode - FIRST ORDER ISSUE Balance - Second order issue That's why network engineers are the real dev Gods in the world of on line gaming :)
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Exactly.