@playerhayter Wait… what? How did that law effect game servers?
Posts made by Retsnom
RE: Mirage: Arcane Warfare to be removed from Steam
RE: FIX THE RANKING SYSTEM
I am not even sure there is an legit lvl 70 because of the exponential kills needed between ranks. But yeah I am not sure I understand the OP. But I think his cries of pain would be eliminated if there were no low rank servers to begin with, like when the game was released. That way there would be no unrealistic expectations, shorter learning curves, hopes and dreams would not be shattered at any rank. Currently they salt kicks in at rank 16. It is kind of like when high school and college kids get out in the real world and realize that the world doesn’t give a fuck about them.
RE: Please ban people teaming in FFA
This topic is a dead horse that has been beaten for the last 3+ years. Sorry that you are getting so triggered. Free for all - literally means free for all to play anyway you want, less rules. You are also missing opportunities. For example, you can learn skills on how to fight against more than one player. This is different than fighting one then moving to the next and so on. In this case you are fighting against two or more that are dedicated to your destruction. I will tell you straight up that there is nothing better than wiping out 4 v 1 with masterful combos and target switching, ducking and getting them to TK each other. I find teamers a complete joy to destroy. Archers on the other hand… hehe
Look if you dont like real FFA then join a duel server and do your happy little 1v1s I personally find that boring as fuck but that is your option to not be triggered by others play style and wanting to play with their friends. On a side note: it is also a blast to team up and wipe out the entire server where it becomes the entire server against the 3 or 4 of us. That is also a challenge. So I suggest to buck up little campers and get your skillz on.
RE: Tracer gap issue
Ok there appears to be several issues here. One is that I also have had a lot of issues with ghost attacks even at face hug range. Because we only have one or two servers there is really no way of testing the effects of the differences of ping between two players.
A big problem with Chiv was the large ping gaps between players plus packet loss issues. Because the netcode and the real time swing trace system was bloated, the lower ping player would suffer from ghost swings if the ping gaps were 60+ points of difference between two players. AKA Player 1- low ping 23 vs Player 2 - higher ping 85, the higher ping has the advantage due to client side hit detection and lag prediction algorithms because the lower ping player is waiting for the server to confirm Player 2s actual location and swing trace. Yes it is in MS but 60ms+ differential makes a world of difference. Now add in someone like me who has Google fiber with 1gb up/down, my position is the most up to date to the server and the most accurate. Thus in Chivalry, I am constantly getting hit through parries, ghost swings, late hits out of range and projectiles registering as a hit, a half a sec after I see them fly no where near me or I see lots of desyncs.
With that said. that could be an issue since there are no ping limits or packet loss limits on these servers and not enough players to test it but from what I have see, Mirage for me has the same issues like chiv.
The second issue, is that I have not seen these gaps that you are seeing in your swing trace. I will try to grab some pics. Maybe it is just that class or how your PC is rendering it. Where you see gaps I have seen overlapping boxes with no gaps. Again will look later.
The third issue I noticed with the swingtrace in Mirage is that they are not accurate to the visual range of the weapon. I tested this by going up to a flat wall with the swingtracer on and trying to find the actual hit detection range of many of the weapons. What I found was that many weapons would penetrate the wall and not register at a hit until I got close enough so that Red tracer boxes would hit the wall with half of the weapon penetrating the wall. This is a huge issue as it looks like may of the weapon’s swing traces look like they have the exact same range as all of the colors are also the same. If they are indeed different, it is very subtle and not accurate to the visual weapon model in length. This has been one of my biggest complaints thus far but havent had the time to post up or test further. Again I will try and get this confirmed.
RE: Mirage: Server Admin Controls
I added a few more possible buttons.
- Give health/stamina/weapon
- Player Perspective 1st/3rd
- Add Bots (number)
- Remove Bots
If you have more suggestions or if I missed any of the common admin commands