Release 201: Quality of Life and Bug Fixes!

I always assumed that certain creature attacks were able to be buffered before death so that once they start the attack the get to finish it even if they die. Is that not the case? Is it all server lag? Because if it is the latency in this game is much worse than I thought.

I agree - it definitely feels more like buffering than latency.

I don’t think the reaction time argument holds here, because there’s a mix of predicted events (slingbow shots, etc) and remote events being viewed “on the same timeline”

For example, from your POV, w/ 200ms latency:

T-0: you click & your slingbow visually fires
T-100: the projectile connects, is a predicted hit, creature health lowers by the predicted amount
T-200: server result comes back, matches prediction, nothing changes visually
T-1000: you shoot again
T-1100: projectile connects & there is a predicted death
<This is the lag you’re feeling>
T-1200: server results come back, creature is dead for realsies

In other games, there is no visual gap between local and remote events (aka everything is predicted, or everything is round tripped).

What makes this feel weird is that there’s a delay at all between the last hit connecting, and death. That could be only a few milliseconds, and you’d still notice. (You’re not reacting during that time, only observing)

I’m killing strong and above. Keep in mind I’m having to do all this as a low-mid player (the “target audience”).

Omni, I think it’s simply that most modern games do client side prediction (this talk of unwinding is very surprising judging that, at least in as much as I know about the gaming industry that idea was abandoned a long time ago.).

Anyway, the idea is you are supposed to allow the client to predict the death of the corpse. The server will confirm it. It will also use a loose set of rules to confirm your client isn’t gaming the system. In general your client was supposed to run at T, the server knows of T-1, and it will verify your version of T is correct. In a tie breaker scenario, the fastest client should win.

If world blocks are destroyed, it common to “Cheat” the system, where instead of the enemy itself destroying the world, you simply have it drop a bomb that rolls or include a death animation that can resolve over a long enough period of time to fudge the clients into agreement.

So i have a question, if you place the spark cores next to eachother there linked, so repair one u repair all of them (ofc increasing durability the more you add) is this also possible to do with the (advanced) power coils? Because if you have alot of them it’s hard to keep track of them all… Just an idea :smiley:

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I remember one of the devs addressed this in a recent post, I’ll see if i can find it. Basically the prediction window must be long enough to accommodate all possible latency, not just your personal latency, because we all play in the same universe. I think they said the prediction window was 1000ms.

I feel like there should be opportunity for local tuning though, like if everyone in my immediate area is under 250ms latency then the prediction window for us should tighten up. But it would probably be complicated to implement. And maybe the inconsistency of the window would be too frustrating for players (“Get out of here Jimmy, you’re making us lag!”)

Edit: found it

Very easy to show that this is not the case.

  1. Attack a wildstock and bring it close to death, but stay far away from it (so that a charge animation takes more than 0.2s)
  2. Wait for it to start charging and kill it in the middle of its charge warning animation
  3. Watch the wildstock die, followed by it completing the whole charge animation (and damaging you in the process)

If the death applied on the server you should not receive any damage regardless of what your client displays. The only way for the wildstock to die AND you to take damage is if the charge is finished before the death is processed. If this was a matter of the client not displaying reality accurately (and the shot actually firing after the charge begins) the shot should have missed.

If I got assigned to fix the bug I’d be looking for a race condition where death is not properly checked in all the animation processing logic. That’s what people are noticing and complaining about. Of course, its much easier to blame latency and just not hunt it.

Since I’m not terribly interested in debating bugs in the game I play to get away from hunting bugs this will be my last post on this topic.

Any elemental creature has a chance to drop shards. All creatures have a chance to drop eyes. Right down to the unnamed Wildstock on t1 it’s just waaaaay rarer.

Whilst I agree with the numerical description of events, I have noted that since 199? I have seen the animations still but no damage on connection once it’s “definitely dead” even if still in the animation phase.

It feels like the animation function will not interrupt or change even when appropriate (a shot bull may fall down to its knees during a charge but keep its momentum, for example). As I’ve said before, the charging animation continuing does feel appropriate as a large moving animal would still hurt if it connected - dead or not it still has mass.

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You are missing the point. The entire animation is not part of the delay, just the fraction of a second trigger. If it triggers in the latency window, the entire animation has to play out.

no it does not it was a beyond STUPID move end of story.

This boon change makes me feel like the devs don’t understand forging at all. No one uses defect or quirk or unstable ■■■■ at all. All this garbage is useless. Theres like 8 materials that are used in the forge and thats it, because forging with defects or quirks instead of straight boons is idiotic. The whole forge material system needs to be reworked. Making one of the few things people use to forge harder to make is solving things? Cmon wonderstruck what is with these patches. You are making yourselves seem out of touch with your own game. Between this forging stuff and huge dead areas on the talent tree, regen issues making end game farming problematic, huge material imbalances namely shimmering orbs being used for EVERYTHING in end game but glow cap spawns being tiny and far between while shadow orbs arent used for diddly in comparison, bombs are USELESS aside from healing after the mining nerf and if there was any other way to heal in the game at all no one would ever use them. all this ■■■■ makes you seem totally out of touch with your own game and removes my confidence in you as a dev team. I have a feeling a lot of other players in end game feel this way and each patch seems to be making it worse. I love this game a lot and you’ve made something awesome but this needs to change or the playerbase will turn against you and just stop playing, and I don’t want to see this game die.

You do realize this is exactly the devs’ point right? Pure boon compound is better than the others so it should not also be easier to craft. Also, I’m sure the devs know exactly what items are being used in forging while your information is based only on your own experience and maybe that of a few of your friends.

Please don’t try to represent your own overreactions and hyperbole as typical of the player base.

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just act as if the dying creature still has some momentum to knock ur teeth in while being a corpse ;D

@Chompers looks like u didnt understand forging at all: the best outcome u got anyway by mixing all boon compounds. start with pure boon cause then quirk and defect is not ticking. then u can continue with quirk for example. its highly unlikely that u even get any quirks even when accumulating many quirk points because quirks need many points and new points often (always? idk) get channeled into new quirks instead of activating the incomplete ones. Just see that u dont get too much defects.
Mixing compounds while forging was way better than just using one type and now even more so

That’s not entirely true, according to Doherty Threshold’s Law if there is response to action under 400ms you should register this as, maybe not instantaneous, but something you don’t have to wait. If I shoot a Wildstock, and it’s able to start to run, run for few meters, pass me by, and die behind my back… it’s certainly not few milliseconds, it’s not even the latency I have (let’s say it’s 125 sec, when playing on US server from EU, the one that is showing in right upper corner) times two, it’s way more than that.

There were more posts about animations and such. I won’t quote them, but what I observed is that when you use fast weapon, for example a slingbow, if you have still being animated instead of dropping dead creature, and shoot it again then instead of finishing animation, and potentially damaging you it burst into loot. So I have reasons to believe that there may be some problem with animations and death synchronization, because IMHO if the case of 1 sec prediction was true… it should finish attacking anyway, and not burst into loot.

Also on a side not, I had cases of resurrection. Being killed by creature that I killed just milliseconds ago, laying dead, and boom, suddenly up again with same low health I had before the death experience.

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can’t wait till the next patch when cooked meat will require a Titanium furnace and compacted hard coal to cook because currently its a bug so a fix was done, not a nerf mind you but a fix.Quality of life change.

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Just FYI - The original quote is actually, “fool me once, shame on you, fool me twice, shame on me,” although I know Bush made this version popular.

Were there multiple creatures involved? I’ve noticed it will let you hit a creature and appear to take its HP but then another creature that is “already dead” you just killed in the action window will soak up that hit instead after a recalc by the server. As if it’s correcting the client that actually that first creature was still alive when I took the subsequent shot so that damage belongs to it (even though its HP are already 0).

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I remember having it twice, and there were no other creatures involved nearby, at least nowhere near the path of shot. Numerous times I died at the same moment as creature dies. I shoot, creature shrug it off, shoot me, I die, and on post-mortem screen, I see creature dying too. But at least twice i had this resurrection thingies. In every case, simultaneous death, and resurrection ones I was fighting one bad-ass creature, or two, but they were not next to each other, but rather few meters apart at least.

Ah interesting, I see thanks. Not seen that yet myself! I’ll keep an eye out for it.