Welp, there you have it. SyncError has informed us all through Rapha's stream that it will be fixed. Now please settle yourselves in and enjoy the ride.
this is why I felt they lifted NDA too early. Should have got the basic kinks worked out...damn millennials do not have attention span to come back after shit is fixed, this impression is the first and last impression of more than half of potential player-base.
It might be. There are more ways for games to come back though, with games becoming more popular a while after release more frequently then before, though. At least seems to me, with streaming, long betas and all.
Perhaps it's always new players, or perhaps the 'ruined' players are willing to give games a second chance.
Blizzard's Jeff Kaplan posts developers update videos and did this almost weekly while Overwatch was coming up to Open Beta and release. He still posts them now. If only id was so determined...
Not the point in discussion. Would be nice to have videos tho.
What matters is Syncerror is indeed listening. For starters there are developer notes on the closed beta forums, made every single week. The communication is there, just not on this site. Then the patch notes themselves are a great way of communication, as almost all major reported issues of the game have been fixed in only four weeks. The game you are playing today is leaps and bounds better in only a month.
And if you want to leave feedback there's the closed beta forums (this is the beta testing phase), or discuss issues in the community Discord. And if you want to chat with the guy rather than leaving feedback he is usually on Twitch (even was this weekend so his days off), he's always on IRC and I think there's an official Discord too. He also checks Twitter and PM's here. What more can you want.
What people here aren't realizing is ESR is a bit of a thing of the past. The actual players and devs don't visit this site anymore, but if you go through the proper new channels they are all reachable. Actually ESR is not even the main community site anymore, as now it is Discord and Twitch.
Chat rooms are a terrible place for any kind of sophisticated discussion. And the beta forum functionality is crap compared to ESR's, despite ESR being a thing of the past.
Depends on the room. Until a week ago the Discord channel required to have two invitations (so selective), and even in Twitch the discussion is civilized since non-players don't watch Quake.
I just think it is better for people to consolidate their thoughts into proper posts than to quickly bash out stuff in a real-time chat.
It just becomes a bit like an oral debate, which always degenerates into the use of tactics and rhetoric rather than solid, well thought out reasoning. There's a reason this isn't done very often in the sciences.
Of course, you can get garbage on forums too, but it is much easier to ignore.
also there will be fps counter as well as maybe a lagometer, and on top of that more GFX settings at the ingame menu annnnnnddd... more crosshairs/crosshairs options.
Source ? SyncError said "Yup. All to come" in discord private chat when I asked him.
highly likely that they do not have a clue, but let's wait and see ;)
Especially because 'they are in the middle of doing it'? Which is something that is very odd....
This and the fact that the game's upload rate scales with frame rate with no cap to the point that some people get disconnected and that upload has been reported to reach 100kB/s does not inspire confidence.
Even at 90FPS average, my game is uploading at 35kB/s, so almost 400 bytes per frame.
Well there is 'something' to say for sending an update every frame... Although you can of course limit it by simply adding in a tiny bit of logic like:
Each packet get a time of sending when it's sent (already the case as it's unlagged).
You only have 1 packet at a time to sent and you save the time of the last sent packet:
If (previous packet sent time >= 5 ms ago)
Either Create or Update the current packet with the latest information.
Send the new updated packet.
previous packet sent time = now.
else
Either Create or Update the current packet with the latest information.
This way you'll have it capped at 200 hz max (if you want 250 just alter the 5 to a 4... and you can probably also take gradations as you can get computer times really accurate)
Now the 'update' of the packet could be complicated depending on how they set it up.... Because obviously no information can be lost, and the server still needs to make sense of it (or also be updated such that it can make sense of it).
I kinda already gave this option to SyncError when the 'open closed-beta' was announced as a quick fix for the problem. (Usually I'd favor a more elegant solution but this will work)
I don't think there is a problem with sending an update every frame. That's what q3 does on LAN, and maybe the internet has improved enough to support it. A cap of 200Hz is probably good though.
What I think is strange is that each update is so big. I don't think any other game comes close to 100kB/s upload.
I mean, you can be standing still in this game, and it will still be sending a ton of data, so I think it could do with some optimization.
Hmmmm, ye not really sure what's usually the case in terms of size.
I mean 400 bytes is not 'that much' if you have a lot of floats to send...
It's just 100 floats... That added with some way to understand which float means what....
But ye actually you only need to send just the rotation and location of the player + a (potential) fire action..... So compared to that it's a lot.
Well, yeah, I think q3 sends about 16 bytes per packet plus overheads, and I can't imagine what QC needs to be sending on top of that. Maybe a couple of things at most.
Actually I think it is even better than this since it tries to delta compress, so for instance it won't send the full 32 bit timestamp if the difference between the last packet can fit in 8 bits.
Edited by CaptainTaichou at 08:38 CDT, 15 May 2017
I'd also like to add that after playing a game on 220 ping (not sure why this was the case), I can see there is absolutely no meaningful cap on unlagging, at least with the railgun.
There's also no cap on the LG... and tbh it feels as if projectiles might also be unlagged... but ye well there is this issue with drawing them accurately so it's hard to tell what the actual problem is with any real confidence.
It wouldn't surprise me if the projectiles were unlagged too, but it is hard to tell since any weirdness could be attributed to other things.
QC seems to have gone overboard in the retardo theory of "fairness" in rewarding people for having garbage internet. But hey, OW is doing it, so it must be cool, right? :D
my LG is invisible 3/4 of the time since last update, game was perfect for me before the last update, now mouse sensi also feel off. And there is some stutter.
Rapha lost a fight with full stack against respawned ranger and lost. The nails were either not hitting or just late. Also, he needed to restart as this was his third game in a row (memory leak).