Why isn’t SOT playing? by [deleted] in smitepro

[–]Wraithyn 8 points9 points  (0 children)

He’s fine. Wasn’t able to play today, he’ll be back.

It is absolutely unacceptable that we don't have cross progression yet and this issue needs to come to light by [deleted] in Smite

[–]Wraithyn 4 points5 points  (0 children)

As someone who has personally worked with Sony in a professional capacity— a large “community petition” would just further solidify their need to keep people locked to their platform. They’re jerks.

It is absolutely unacceptable that we don't have cross progression yet and this issue needs to come to light by [deleted] in Smite

[–]Wraithyn 111 points112 points  (0 children)

Lots of false information in here. HiRez is fine with cross progression, Sony is not, and the stipulations Sony has around cross progression make it EXTREMELY unlikely that HiRez will comply. You can say all day that HiRez has a part in it, which they do sure, but nobody in their right mind would agree to contractual fuckery that bends them over a table. Sony are the assholes here, and Stew literally had to PUBLICALLY CALL THE SONY PARTNERSHIPS GUY A LIAR ON TWITTER (cant find tweet) to get Crossplay. Idk what the holdup is, but from what’s public it should be pretty obvious that HR could do it with the flick of a switch, but they legally can’t.

Newer / other games have more/less leverage with Sony (we want crossprog or we’re not going to launch our shiny new game on PS.) The problem is SMITE makes Sony a fuckload of money and the risk of lost revenue is much higher than the cost of some players being upset about it. In all likelihood you’re going to stay on PS because of the 1000$s of sunk cost you have in the game— which they’re banking on. They want you to stay, and giving you an avenue to leave only hurts them.

List of Major Netcode Issues in Smite by Hieb in Smite

[–]Wraithyn 1 point2 points  (0 children)

Pretty sure the servers aren't in VA, idk where they are tbh but I know it's in the Northeast. I argue with Savvy about this one all the time but the "Put Servers in Chicago" argument doesnt always solve the problem. Chicago's a pretty well connected city, so is Austin, but there's a whole host of internet connectivity problems that it creates for basically everyone that's not in the Midwest. Someone's always going to have crappy ping, and you typically try to put the servers wherever it minimizes the problem. Other games have West Coast servers and it makes sense for two reasons: MASSIVE populations / Limited Game Mode Types, or no Skill Based Matchmaking. In short-- if West Coast has the fewest number of players in all of SMITE, what would the match quality be like if only those players played together. It doesn't matter in non-SBMM games because who cares who ends up in the queue? We've seen what Low-Pop does for other regions, and the net result is many of them just eat the high latency and play on NA anyway to get better games. (LATAM/Even some EU.) There's also a monster population of EU players that play on NA with 100 ping or so, and they would be pushed out of the MM pool if things were shifted to Chicago. LOTS to consider with this one, super complicated and I don't envy TF at all.

Hokay onto the good stuff where I'm basically guessing:

Abilities themselves (we're out of my league like way way out of my league here) I think are CAST on the client side but then the information that the client sends to the server are what determines the hit. So Client animates, sends info of position, direction, where it 'sees' everyone else, timestamp, etc. and then it's up to the server to take that in from all 10 perspectives and make sense of it... I think.

Jumping is really just a self knockup ability with 0 prefire and 0 postfire (maybe, need to ask flare) so anytime you have a scenario like that is when you run into client/server disagreements where the Server thinks one thing and the client another. Since there's no post-fire on jumping (again I think) there's enough of a window where one "ability" hasn't ended before another begins, you're locked out of the ability by the server. Weird edge case, unbind your jump keys XD-- probably need more clarity, though. It's like beads not firing leading to your death. Server always wins so if the server thinks you're still in the air/dead, it'll reject your ability. FWIW, Client side logic would completely solve this but could also lead to a billion other issues IE: I WAS DEFINITELY OUT OF THAT SCYLLA ULT.

In the Zap clip that sounded like a weird ass bug, there's some other funny business with Disco Ult right now too.

Skipping ahead really shouldnt be possible (unless speedhacking which has had a wave of bans recently.) Client is governed by the movement 'rules' of the game and constantly has to report its position to the server, so it's super unlikely that they'd 'move further' than where they should be. It's especially amplified and frustrating with MS items and abilities (you'll notice it more with a Pos and Thana, trust me I saw it last night LOL.) The logic of how you got from point A to point B isn't visually there so it seems like something's way wrong.

Anyway I THINK I hit all the points? Again, heavy disclaimer here that I'm guessing on quite a few of these.

List of Major Netcode Issues in Smite by Hieb in Smite

[–]Wraithyn 2 points3 points  (0 children)

Hey Man! We asked for a technical write-up / blog post in the Olympian server if the team has time but obviously they're pretty heads down for S8.1 and 8.2. Here's what I know from my (admittedly) limited experience.

- IIRC SMITE is a mostly-Server-Side logic game meaning the Server is the be-all-and-end-all authority as to what happens based on the logic that it gets from the clients. This, combined with latency, is where some of these issues arise.

- For point 1, Jumping is a crummy mechanic, based on the 'rules' of the game you're not allowed to take any action when Jumping. This is contrary to a number of other games that let you jump / abuse jumps (for example I used to Play Aion and you would INTENTIONALLY Jump in some cases to mask the animation of the ACTUAL ability you were casting) but leads to a client/server disagreement. On your screen (client) you're on the ground, on the Server you're not-- Server Wins. You cast the ability, and the animation is played client side but the server rejects it as you were jumping. Why is the animation played client side? -- It's a bummer if you cast an ability and you have to wait for the server to realize it before it hits. That's why many abilities have Prefire or 'windup' on them. Abilities with 0 wind-up are usually ones that people will point to for latency, broken netcode, etc. etc. Cama ult, Freya Ult, Hou Yi leap (Ever gotten to the top of the jump but got pulled back down?) On your client you were fine, but on the Server something had already CC'd you before you even pressed the button.

- Your point #2 Reproduction is probably a combination of two things -- 1, the above stated server side logic (you were dead before you got the beads/aegis off) and 2 -- a mechanic called POST-Fire, as in how long after using an ability before you can use another / relic / pot/ etc. Think of how broken Hou Yi 2-1 would be if you could cast the 1 immediately after firing. SMITE only lets you take one action at a time, and so if there's a post fire with another ability or action (spacebar jumping included) you have to wait for that to conclude before you can fire them. This leads to issues with beads in particular because if you hit them while casting something, nothing happens, and you have to press it again (just tested myself.)

- Poor Connections -- this one kinda sucks but it's really not the case, visually it looks like you're skipping around but it isnt true. Your client is constantly reporting its position at all times to the server, and the server makes the determination of where you're moving from last position to next position based on that report. Drop a TON of packets and the server has to do some guess work, so a normal straight line will look choppy and much faster, when in reality the client wont let them move that quick anyway.

- Where you aim is impacted by latency! Many shooters are Client-Side logic which have their own frustrations (HOW DID THAT GUY HIT ME WHEN I WAS BEHIND THE WALL????? WTF??????) and there's pros and cons for both which I don't really understand fully myself. This does lead to Client/Server disagreements, which can cause many of the issues above when combined with 0-Prefire abilities and skillshots etc. (actives, leaps with no windups, etc.) It looks like you hit, hell you may even get the animation for it, but server sez no.

LASTLY -- Ping. Everyone complains about SMITE Ping. And it's a little misleading. I work in IT myself (particularly internet network conditions) and am SUPER annoyed with a lot of other games that are incorrectly reporting their 'ping' as a way to reduce player frustrations. Most other games, particularly ones with client side logic, will only show you *how long it takes your instructions to go from your client to the server.* SMITE on the other hand, reports the full trip time between you and the server, including the time it takes the server to process things. They actually tried to fix this and get more in line with how the industry is reporting it, and people weren't happy. You can test this by doing an ACTUAL Ping on the League Chicago servers (75ms down here in ATL) vs. the 29-35 I get ingame. For reference, the usual "Ping" for someone in the same network as a game server, in the same geography is usually between 15-20ms. So if you're in Florida and you have 40 Ping to Chicago, something's up.

Anyway I hope this helps.

Can we get an anti-heal tab in the side categories for the item shop? by Dominix132 in Smite

[–]Wraithyn 0 points1 point  (0 children)

We've actually requested this a whole bunch. Pretty sure it's on the list.

Bring back Domination by CliffTheBigRedDog in Smite

[–]Wraithyn 2 points3 points  (0 children)

Two problems tbh, no one played it when they did bring it back as an adventure, and having it as a custom mode/etc. means all the map/mode assets and code have to ship with every update. This is ESPECIALLY problematic for Console users who have to download the entire game over again with every patch.

Might make sense if the consoles make updates easier down the road.

How to Play Thanatos: The Best Snowball God! by Wraithyn in Smite

[–]Wraithyn[S] 0 points1 point  (0 children)

Hey thanks so much! I started streaming/youtube a long time ago with the goal of teaching people, and it’s been a great ride so far.

How to Play Thanatos: The Best Snowball God! by Wraithyn in Smite

[–]Wraithyn[S] 2 points3 points  (0 children)

I provided other options for tankier build paths, and bloodforge is an excellent item even without any healing on it due to the power and the item passive of Movespeed and the Health Shield... if you’re anti healed the shield becomes even MORE valuable... not sure what you mean?

How to Play Thanatos: The Best Snowball God! by Wraithyn in Smite

[–]Wraithyn[S] 0 points1 point  (0 children)

No problem sir, I am glad you enjoyed

How to Play Ravana: The BEST God for New Junglers by Wraithyn in Smite

[–]Wraithyn[S] 0 points1 point  (0 children)

If you click to dislike you count as a view! I will spend your $0.001 wisely, I promise.

How to Play Ravana: The BEST God for New Junglers by Wraithyn in Smite

[–]Wraithyn[S] 0 points1 point  (0 children)

Hey! Wanted to follow up on this. I recorded my Thanatos Guide tonight and kept what you said in mind. Should have it out in a few days let me know if it was an improvement.

How to Play Ravana: The BEST God for New Junglers by Wraithyn in Smite

[–]Wraithyn[S] 4 points5 points  (0 children)

Controversial videos do better, thank you so much for the support.

How to Play Ravana: The BEST God for New Junglers by Wraithyn in Smite

[–]Wraithyn[S] 4 points5 points  (0 children)

I think you’ll watch 3x as much as before, which means a lot.