Lag and inability to fire
in Game Support
What I've noticed over the past month:
* Players are hitting me before they're even on my screen. Usually they're high pingers. I thought the netcode had been "fixed" to prevent this from happening but certainly over the past month its become chronic.
* My weapon refuses to fire. I press the mouse button and nothing. I have to remove my finger and re-press before anything will happen. And before you ask, no it's not the mouse.
* Players are hitting me before they're even on my screen. Usually they're high pingers. I thought the netcode had been "fixed" to prevent this from happening but certainly over the past month its become chronic.
* My weapon refuses to fire. I press the mouse button and nothing. I have to remove my finger and re-press before anything will happen. And before you ask, no it's not the mouse.
Comments
I'd gladly take any videos from the "unable to fire" bug. I'm interested in the events from ~30s before the bug to you being able to fire again. I have experienced this 1-2 times over the years, but I was never able to replicate it despite some serious effort...
Players are teleporting, regardless if they have high ping or not. Myself have had this issue couple times last 2 weeks and my guess from time to time you get massive dysnc, specially on full servers (including full spectators). Nothing really the devs can do, since they are limited with the tools they have for this game so it will be a ongoing issue.
This issue is more common lately, most likely duo a input lagg between player systems and servers. Old engine, not much they can do about it.
I too have had the “no fire when hitting the left mouse button” problem. It’s happened more times than I can count lately. Most blame it on my set up. (In order to get a high speed internet connection where I live I have to use my mobile phone.) But then why are others having this problem who have wired connections?
This is one of the lag scenarios which I believe is happening, but on occassion I will see a shot, and no enemy is even visible.
This would also explain why I am often shot and killed after I have crouched for cover on my client, or ran behind a wall.
It isnt right. It puts everyone with a low ping at a disadvantage, If we had server side hit detection, it would stop a lot of this nonsense.
Not really, some servers with SSHD have the same issues. But I do agree that CSHD is a bad choice for developers since it opens the door and makes it easier for 3th party software to be used.
AFAIK client side hitreg is used in most games today, as games favor the experience of the shooter. It is a compromise. If server side hitreg was used, then it would be a lot more common that on your end it seems like the enemy should be dead, but he doesn't die - because the server saw him move to cover, but this info didn't make it to you just yet. So server side hitreg is a compromise as well.
Some games have a ping limit (BF 1 did this for sure, I think at 150ms). If you go over the limit, the game will use server side hitreg just for your shots. If this happens, the game will notify you, that you should lead your shots to compensate for latency.
* Are you aware of these issues?
* Are you looking into them?
* Will anything be done whatsoever to attempt to resolve them?
The developers rarely respond on the forum. (This does not mean that they don't read it.) And I cannot talk for them.
But here is my 2 cents:
-Your first issue seems like a connection problem. It is impossible to tell the source of it, there is no data what anyone else could "look into". I really-really doubt that the netcode has changed recently. This means something else did: maybe the server performance, maybe your home connection, maybe the routing your ISP uses. It is not even clear if they need to look into it or not.
-You are not the first to mention the second issue, so I'm pretty sure they know about it. However, it makes the job quite difficult that noone managed to discover the steps needed to recreate the issue (AFAIK). This is why I'm asking for videos.
However, we do know that most attention is on the new AA game. In a way this is unfortunate news for AAPG. But good news for AA as a whole.
The best thing that could happen for the problem to be resolved is for someone to figure out "EXACTLY" what causes the bug. No one has come forward with a direct video showing what he/she was doing when the bug occurs. If you ever do record the video encountering the bug, send it directly to support and you'll see a fix released. Only a handful of players have actually experienced this inability to fire. I've got thousands of hours of playing time and only ever encountered the bug once - and all I did was switch to my pistol after throwing a flash. I repeatedly tried simulating the process before encountering the bug and could not replicate whatever triggered it.
Developers (and the Beta team) are constantly looking into bugs that are reported to them. So are many players like myself. Updates come out with bug fixes on about a monthly basis as you can see in the announcements.
Distinction
AAPG Beta
Next time look closer. Around 1:49, the guy is clearly visible for a few frames. You just had unlucky timing with scoping up. See attached images.
how fast are you??i never see it come but i guess you are hacker self and thats way i can take it but aa2 will give you some one more
- Nade run bug, still in the game. It's a known bug for many years now.
- 2 rounds mag after throwing a nade before or after being revived, old bug.
- Losing nade just by holding it in hand and dying with it, old bug.
- Braking animation when cooking the nade laying down and standing up to throw it, old bug.
- - Also creates scenario where it become a silent nade and prevents soldiers to call it out.
- Unable to fire your weapon, happens to me when I start firing at the end of the climbing animation.
There are more, but I mostly just ignore it since point in making myself go crazy about it.
C'mon now, we both know this game has network issues. They tried to improve the netcode but it didn't really bring any positive effects to the table. You will see it less on the official servers since they are running the 64bit client (Which is why I can play on them with the 64bit version of the game.) and there are a couple private servers using those same settings. But in general most private servers are using the 32bit client which bottle necks the performance of both the server and network.
For example, on one of the servers we play both BDX and FLO. When playing the BDX with full teams my ping is between 15/20, on FLO with full teams the ping jumps up to 40/50. Also getting 40/50 ping on a server that is literately in my backyard while using a 500 GB up/down speed connection is something that should never happen in any game. Having a connection with two different servers doesn't help aether, you're not only connecting to the game server but also the auth server. Which is also giving performance loss if it comes to gameplay.
Most players, like myself have such a high movement and never sit still longer then 5 seconds feel the most issues of the current network/netcode. You can't properly positioning yourself with out the netcode correcting itself and making your character jump multiple pixels left or right. A good way to see the skipping is by moving left to right for a long period of time. You can also really mess up the netcode by doing stupid stuff like going prone on the wheelchair in front of surgery, or sliding true small area's like vents or the opening on to south roof on Raptus. Which gives me the ability to speed run across the map in less then a second shoot some one and when I let go of my wasd keys it teleports me back to that opening I began sliding thru.
But let's be fair here, it's a game running on a outdated engine using the 32bit client and will never have the ability to perform as good as the newer games out there. Best thing we can all do is accept that it is like this, and hope the development team learns from it and improve along the way.