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I Only Post Everything
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013

tapantaola wrote:

memphis_saltydog wrote:
Hit detection went from bad to awful after patch... Nice ND

Hit detection is worse because they switched from ping-based to level-based matchmaking! WAKE UP!!!

 

I've warned ya all...


 

Actually, we still use "ping"-based, geolocation proximity as one of the filters to match you up. So your assumption is incorrect.

 

-EvangM

 

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Lombax Warrior
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013
Yeah I noticed this too. I clearly miss the enemy, and then he goes down :/
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Treasure Hunter
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Re: Hit detection worse after patch... Good job ND

[ Edited ]
Aug 29, 2013

Than explain why ping based match making places me with players from 10,000 miles away? Evan.  On all your titles?

The middle east is Not in Pittsburgh,  you should know that being joel didnt have to drive through it when leaving Pittsburgh. Also Spain, Australia, Engand, France, Russia, arent either. Does this list need to go on?

Your ping detection is worse than hit detection.

 

I want to be the reason you're looking down at your phone laughing as you walk into a pole.
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Treasure Hunter
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013
Geolocation? What Earth!
I want to be the reason you're looking down at your phone laughing as you walk into a pole.
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Ghost of Sparta
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013

EvangM wrote:

tapantaola wrote:

memphis_saltydog wrote:
Hit detection went from bad to awful after patch... Nice ND

Hit detection is worse because they switched from ping-based to level-based matchmaking! WAKE UP!!!

 

I've warned ya all...


 

Actually, we still use "ping"-based, geolocation proximity as one of the filters to match you up. So your assumption is incorrect.

 

-EvangM

 


Why don't you post your source code to prove me wrong? Why do we see more lag after the patch?

http://community.us.playstation.com/t5/The-Last-of-Us-Multiplayer/Ping-filter-toggle-SUPPORT-for-less-lag/m-p/40782623
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Wastelander
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013
Actually Evan, he is right.
I've seen more lag after the patch.
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Lombax Warrior
Registered: 06/11/2013
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013

EvangM wrote:

tapantaola wrote:

memphis_saltydog wrote:
Hit detection went from bad to awful after patch... Nice ND

Hit detection is worse because they switched from ping-based to level-based matchmaking! WAKE UP!!!

 

I've warned ya all...


 

Actually, we still use "ping"-based, geolocation proximity as one of the filters to match you up. So your assumption is incorrect.

 

-EvangM

 


I dream of the day when all MP will be hosted by dedicated servers... p2p is so bad...

With the MP being behind a paywall in the PS4 and Sony having a deal with Rackspace maybe my dream will become true!

(I doubt it)

Editor/Organizer
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Limit Breaker
Registered: 01/08/2010
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013
You may see more lags the pool is split.

Some of it must be just horrible luck.

As noted in other threads, I often play in parties with a player in Kuwait, and when he hosts the games are full of ME players and I see very little lag.

There are trade offs to all the matchmaking paradigms. Push what you want, nd will decide.


[ 39 ] Every time a mine downs someone an Angel gets its wings.
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Treasure Hunter
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Re: Hit detection worse after patch... Good job ND

[ Edited ]
Aug 29, 2013

@ Evan

The problem with low levels being matched to high levels was EXACTLY what I said it was.
High level players left high level lobbies because they could SEE their levels before the match.
This was the issue. Those levels chose to play against new players.
I first hand have seen many many high level players leave in lobby, that were partied up, simply to
avoid a balanced match.
They would NOT get that chance if they could not see the levels in lobby.
This was a simple solution.
Show their connection NOT their level!
Your bad matchmaking in the no-party list wasn't an issue of not finding acquit levels, it was not balancing
the teams with the levels that were there.

Connection to each other, plays way more of a role on online gaming than levels do.
Why do I have to explain this to a developer? Are you not a gamer as well?

 

I want to be the reason you're looking down at your phone laughing as you walk into a pole.
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Ghost of Sparta
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Re: Hit detection worse after patch... Good job ND

Aug 29, 2013

scootgar wrote:
You may see more lags the pool is split.

Some of it must be just horrible luck.

As noted in other threads, I often play in parties with a player in Kuwait, and when he hosts the games are full of ME players and I see very little lag.

There are trade offs to all the matchmaking paradigms. Push what you want, nd will decide.

I've seen some ME players lagging pretty bad, i.e. bullet trails coming from their corpses. Some people call it the "Chipotle Jesus" glitch. I prefer to call it the "Lazarus' resurrection" glitch.

 

Lag compensation needs some fixes. You know very well that retroactive kills are not acceptable.

 

ND can decide whatever they want, but I've also decided to buy their future games used, just like I did with TLOU.

I could also bring quality players with decent connections in the TLOU pool, but I won't do that either. ND won't get free word of mouth advertising from me anymore. It's their loss.

http://community.us.playstation.com/t5/The-Last-of-Us-Multiplayer/Ping-filter-toggle-SUPPORT-for-less-lag/m-p/40782623
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