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lockdown Sword range / direction buggy

6 Antworten [Letzter Beitrag]
Fr, 09/23/2011 - 03:37
Ufana

So... you might know this game: freeze a mob with a bomb, walk around it, lay another freeze bomb directly behind it, step back so it doesn't hit you when it gets damage by the bomb. Mob now looks the other direction, walk around it again / repeat.

Well, it doesn't work with players. They hit me, when I am (1) clearly out of reach and (2) not in the direction they are facing at a time they are (3) frozen.

Don't think this can be explained with lag / latency, so that's a bug? It looks to me, like they take a step that they shouldn't be able to make and even though the game corrects their position (doesn't let them actually move), it registers the hit (that would have succeeded if the "client" would have been right about the player moving). Especially visible with flourishes - maybe there's something wrong with the order in which those "high priority damage events" I heard of come in and the sanity check on player position? Dunno, you figure it out! :P :D

Fr, 09/23/2011 - 10:31
#1
NicoyaKitty
Legacy Username
The flourish and snarby

The flourish and snarby swords have a really massive sweep on their first hit. If you mix that with a bit of lag (what, lag? in spiral knights?), it'll look like they're hitting you from the wrong side.

Fr, 09/23/2011 - 22:02
#2
Bild des Benutzers Starlinvf
Starlinvf
The game uses a client side

The game uses a client side hit detection system with the players for most of the weapons. With the speeds of some weapons, and general latency, its not surprising that the visuals might lose sync. Remember, if THEY saw it hit, you got hit. If YOU see it hit, they got hit.

Because of that, when your playing LockDown, its important to anticipate your enemy's movements and either block or evade ahead of time. You also need to remember the short invulnerability period after taking damage, and getting hurt will interrupt your attack. You can leverage this to your advantage by using a bigger sword to land more damage per hit (which results in higher DPS) or using a fast weapon with a lower DPS that can continually interrupt a target (if timed right).

Fr, 09/23/2011 - 23:32
#3
Ufana
Of course I try to anticipate

Of course I try to anticipate my enemy's movement... but at times, it just doesn't seem to make sense. Can't put together what I'm seeing, what I'm guessing and what damage I'm getting. P.e: Well, if a player is frozen... I anticipate his movements to be... not moving. Getting killed by him while I stand behind him out of his swords reach is sort of strange. I can see where most of the "phantom hits" come from and most of the time what I should have done different to avoid them, too... but some hits seem just ridiculously absurd, so it looks to me like there's *something* seriously broken hidden between the "ordinary lag & latency issues".

So, 09/25/2011 - 10:27
#4
Bild des Benutzers Axylus
Axylus
“The game uses a client side

Starlinvf: “The game uses a client side hit detection system with the players for most of the weapons. With the speeds of some weapons, and general latency, its not surprising that the visuals might lose sync. Remember, if THEY saw it hit, you got hit. If YOU see it hit, they got hit.”

Are you joking? That's absolutely disgusting. I've just lost all respect for this game.

No wonder other players are constantly killing me when I know they shouldn't have been able to.

So, 09/25/2011 - 16:19
#5
Bild des Benutzers Comlockian
Comlockian
Axylus, would you rather that

Axylus, would you rather that you look like you're landing hits, but the whole time not actually doing anything?

Mo, 09/26/2011 - 09:18
#6
Bild des Benutzers Axylus
Axylus
Please don't try to imply

Please don't try to imply that it's impossible to have properly synchronised online action games, because that's obviously completely untrue. In addition to causing significant desynchronisation, client-side hit detection also allows people to cheat. How? If the client decides whether your attacks hit or miss, then you can reprogramme it to tell the server that you're hitting people when you're actually not.

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