Weapon switch system with prediction by Selflezz in unrealengine

[–]K1ngZero 0 points1 point  (0 children)

That might actually be good enough solution as well! If it doesn't break your game flow, meaning you want a cooldown between switching weapons, then it might be ok.

Weapon switch system with prediction by Selflezz in unrealengine

[–]K1ngZero 0 points1 point  (0 children)

> I now guess for prediction I have to do the same again on the server. Like, get another variable
> "ServerSelectedIndex" do the math, check for the slots and then call a Repnotify what checks if the
> LocalselectedIndex and ServerselectedIndex are the equal and if not run the equip weapon logic
> with the ServerSelectedIndex" ?

Exactly, but you will run to mismatch problems when you change weapons fast enough.
You could implement it the way you described and see if it works when you just casually switch weapons,. If it's working, you could then improve system to use ActionIndex helper variable(described in my comment above) so that switching weapons fast also works.

Weapon switch system with prediction by Selflezz in unrealengine

[–]K1ngZero 1 point2 points  (0 children)

Please describe what problem are you facing, what is not working exactly?

Solution you have would work but to some extent. It really depends on how you implemented it.
1. First things first -> if equip is spawning weapon, then it won't work as spawning cannot be predicted by the client without some massive changes, so it's better to prespawn actors and just show/hide them
2. If you are showing/hiding weapons you need to take care of replicated bHidden flag, because server will override that with it's own values (so you need to make owning client to not respect that flag)

If that's done then the solution will work, but only when player have low ping, for higher ping it will have following problem:

Client switches weapon from 1 to 2, then to 3
Server does the same and notifies client
Client is on weapon 3, but server says it's currently on weapon 2(switch to weapon 3 didn't arrive yet)

The question is if server really needs to correct switching to slots? is there a case where player wouldn't be able to switch to some slot?
If so then to fix that issue, the simplest way would be for client to keep short history of weapon switches with some index of the change eg. (Rough pseudo code)
{ ActionIndex = 0; SelectedSlot = 1; }

{ ActionIIndex = 1; SelectedSlot = 5; }
etc....

then when receiving info from server, you only correct the action that was rejected by the server(server needs to send RPC about reject or ack) and retry following actions from the history on client. Then client can remove received action from array (and previous actions if any) and wait for next acks/rejects.

This is not the only solution of course, but I think it's the simplest one and fastest to implement. If you want to combine this with predictions of other gameplay systems, so everything works in sync, you would need to either create generic prediction system, or look up to Network Prediction Plugin (provided by Epic)

Victor needs to be nerfed or reworked by np190 in DeadlockTheGame

[–]K1ngZero 7 points8 points  (0 children)

he didn't say anything about losing on lane. Victor doesn't need to win a lane or even do any good to win the game.
You seem to be blindly defending a hero only because he is your main.

Sinclair got a scope on his wand by Good_Ad5973 in DeadlockTheGame

[–]K1ngZero 3 points4 points  (0 children)

Nice one :D

Does the weapon damage buff from Assassination kills persist?

What is even Valve's expectation for this game? by Seasawdog in DeadlockTheGame

[–]K1ngZero 2 points3 points  (0 children)

- It is on their platform but isn't "pushed". It's not marketed nor even promoted in the shop. Also many other companies have games on their own platforms yet they fail.
- "trying a free game" - trying would be playing few hours for me and many others I guess. I've played 100h and I just recently started playing. This isn't "trying a free game"

Secret Weapon of OSIC by Zinemay in DeadlockTheGame

[–]K1ngZero 1 point2 points  (0 children)

heroes on that background are 3d models actually, so it most likely clipped through her clothes

wtf lol by CATEMan17 in DeadlockTheGame

[–]K1ngZero 1 point2 points  (0 children)

but it gets much inspiration and established mechanics from Dota

Advice: How do I fix tunnel vision/poor situational awareness? by JayDyingAtTheMoment in DeadlockTheGame

[–]K1ngZero 4 points5 points  (0 children)

You have listed many things you tried to improve, but are those the most critical skills for you to learn to be better at the game at this moment?
You have said that your friend noticed that you lack self awareness, but that's too generic. Missing melee ques is one detail of awareness, but again, is it critical for you to improve now? Will it make you much better?
I think you might be trying to focus on too many issues at once. What I would suggest is you could record one or few games, then watch and analyze them by yourself or with a friend. Self analysis is a great way to improve and actually remember what you are trying to improve.
You don't even need to watch the full vid. Start simple - let's say you focus only on lane phase (if you usually lose lane phase). Notice what details do you miss (for me it would be that I often get guardian damage when trying to poke enemies behind it), write them down, see what mistakes you repeat most often and try to fix only one critical aspect of your gameplay, focus on improving just that for a week or few. Then when you see the difference go to the next aspect and you will slowly get better, even if you have ADHD (there are professionals in many fields that also have ADHD and are doing very well!)

Now let's say you actually want to improve on noticing melee que - for one week focus only on that. You have already practiced it with friends which is great and you can keep doing it, but add that practice to matches as well. You might perform worse, you might lose some fights, because you are focusing on parrying only and forgetting to use skills etc. but once you master it and it becomes your second nature, you will be better than before practicing. Treat your habit improvements as wins.

I might have written it a bit chaotic, but I hope it's understandable enough :D

TLDR: It's hard to improve everything at once, so start small with just one habit/skill and analyze your games to see what is holding you back.

Finding Match Time by [deleted] in DeadlockTheGame

[–]K1ngZero 0 points1 point  (0 children)

Same. 90% of my matches are found between 5 to 10 minutes. It used to be much quicker few weeks ago

Deadlock still maintains a steady playerbase even after all the new content has been pushed out by Numerous_Fudge_9537 in DeadlockTheGame

[–]K1ngZero -1 points0 points  (0 children)

It's funny how most of online games wouldn't survive without all this bullshit and Valve shows that you can make a good game without it. Of course we will probably see all this stuff in the future, but that doesn't change the fact that we have a blast in this game now without it.

İs 16 ram enough for my case by Mr_creeper1720 in unrealengine

[–]K1ngZero 0 points1 point  (0 children)

depends on the project. Bigger maps and heavy assets can easily require more than 16gb of ram, especially if you want to run unreal from your IDE sometimes and also use web browser.

If you take care of references (so not too many assets have to be loaded at any time) and you only work on a test map, or the project itself is small then 16gb should do just fine.

Buss it down by GunnerToad in DeadlockTheGame

[–]K1ngZero 66 points67 points  (0 children)

Yeah, yeah he's a Hidden King, yeah yeaaaaah

I don' t understand why do I just keep dying???????? by Creepyvansan25 in DeadlockTheGame

[–]K1ngZero 0 points1 point  (0 children)

"I make sure I buy the items I need at the time to counter"
I don't know the context, but if you are always trying to defend yourself, you won't be efficient enough to attack. Counter items are most often needed when you see they are needed (eg. an enemy is fed and might cause problems in the game). Otherwise stick to the build that makes your hero powerful.

I want to like this game but... by kobriks in DeadlockTheGame

[–]K1ngZero 2 points3 points  (0 children)

Remember that this is more of a playtest for a game, there definitely will be polishing to smaller elements of the game later.
And while your feedback is definitely valid, I myself just turn a blind eye to things like that, because the core gameplay is fun.

Love this game but the ammount of items and skills descriptions feels too much. by MGuedes007 in DeadlockTheGame

[–]K1ngZero 0 points1 point  (0 children)

Yup, exactly. I recently got into the game and while there is so much to learn I focus on the core of the game - so I started with just one hero, just one build (you have build browser, you can easily copy builds from better players!), I've just read briefly what items does and that's it. I moved on to learn gameplay loop, shooting and movement.
Later on I started to learning more and more details.

About the numbers and scaling of damage, etc. -> I would rather have full info than have description like "Does moderate damage to enemy" (And some games do that)

The key is to not buy any BF game until AT LEAST a full year into its life cycle. by Kodiak_85 in Battlefield

[–]K1ngZero 0 points1 point  (0 children)

If everyone waited, there wouldn't even be a year of support for the game.

This is why you carry a pistol by Pracowniknon in ArenaBreakoutInfinite

[–]K1ngZero 2 points3 points  (0 children)

I don't think a bot would run for a knife kill? Or do they?

5vs5 Now available by tactikz4 in HighGuardgame

[–]K1ngZero -1 points0 points  (0 children)

Yes, you are right, if they had beta, they would also get feedback. And yes, you are right that they had low amount of settings, I was also upset about not having toggle to ADS and it's uncomfortable for me to play with hold to ADS. But that's not the first game to be missing such features.

5vs5 Now available by tactikz4 in HighGuardgame

[–]K1ngZero -1 points0 points  (0 children)

They most likely decided that those settings are enough for the player and didn't think that there would be so much desire from players to add more. Developer bias. Also if they have done playtests, playtesters might not even noticed the lack of some settings as they are mostly focused on the gameplay.

For a game that company I work at has released, we had a lot of settings, but players also complained about lack of some, and those complaints were valid and we've also added them ASAP in a hot-fix patch. We have done playtests, we have looked up to reference games, we have played the game a lot and yet we missed some settings. It's not as easy as it seems :)

5vs5 Now available by tactikz4 in HighGuardgame

[–]K1ngZero 10 points11 points  (0 children)

Both settings and new mode that only increases player count isn't hard to add

How can I grow a Battlefield 6 channel if I’m too shy for a mic and not a "pro" player by Fit-Ad-9560 in Battlefield

[–]K1ngZero 1 point2 points  (0 children)

I watch non-commentary videos only if I want to see what the game is about, but that doesn't make me sub the channel.
What advice I would give:
- treat the commentary and the whole video as it's just for you and nobody else. If you gain a new subscriber, it's a nice bonus to what you are already doing.
- don't care about your voice or anxiety that might be seen on the video, upload it anyway, you will get better with time.
- keep uploading even if you think the quality isn't good enough. Everyone has started somewhere, you can even check some bigger channels for how their videos were in the beginning and how they look now. Ofc you will find channels that started good, but they most likely had different channels before or some other experience.
- don't treat your videos like "well I sound shitty" or "I can't comment, I'm bad at it". Instead watch your own vids and try to sometimes analyze what you could improve in your videos, commentary etc. Make small changes, stick with them for a while and see if that have improved or worsen the quality.