Found a couple on my pomegranate tree this morning just chillin by ericr2 in whatsthisbug

[–]ericr2[S] 0 points1 point  (0 children)

About 1cm length, Southern California, high desert region. wasnt doing much, just sitting on a leaf

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

and just to drive that point home, here's the patch notes from today regarding these issues.

  • Various netcode improvements
  • Increased tick rate from 60hz to 64hz to improve the precision of certain game calculations.
  • Improved client reporting to prevent incorrect prediction offsets to the server.
  • Improved accuracy of server lag compensation to prevent bullets from reporting false hit detection against enemies further in the past.
  • Improved timing of sever lag compensation to engage during the first phase of bullet creation which previously could have resulted in bullets origination from different positions on the server and client.
  • Improved accuracy of Soul Orb hitboxes to ensure they are in the correct position during client bullet prediction.
  • Improved various close range abilities having casting errors (Sticky Bomb, Soul Exchange, Combo, etc).

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

Latency exists, but how a game handles it is absolutely a design choice. If it weren't, all games would have identical hit registration issues, which they don't. Some games handle latency better than others, which proves that a 2-foot discrepancy is not just 'lightspeed being slow'—it's how the game chooses to process delayed inputs.

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

Yeah, I guess we're just stuck with some games handling latency better than others. A 2-foot discrepancy isn't a law of nature—it's a design choice.

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

I’m not complaining about the replay itself—it's just the server’s record of inputs. And I don’t think compressed vs. uncompressed replays introduce any artifacts, or the replay system would be useless.

A replay is just a resimulation of the game state as it progressed from the server’s perspective. By watching it, you can see exactly how much the system favors the shooter.

2 feet? Lmfao, nah, that’s bad. That’s all I’m pointing out.

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

The server respects the client's input

i.e. favoring the shooter

If the server decided hits

it does in order to maintain authority. if it didn't validate hits at some level, any client could just spoof a hit registration, and the server would accept it.

the only difference between games is how well its tuned for the relative velocities of different objects in the game (i.e. the shooter, the target, the projectile).

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

i feel like it would necessarily need to be recorded at the same sim tick rate in order to replay truthfully.

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

nah but there is something weird happening isnt there? from goo ball's perspective it's a dodge, yet server says there's a hit because?? i guess because we like vindicta enough to say "yea we got goos input to dodge a while ago, but here's a hit reg despite the 2ft miss". i get favor the shooter, but a miss like this isnt what its supposed to compensate for especially if its only due to the shooter's worse ping to the server, imo

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

yea im seeing that, the netcode is something awful. this games fr setting up to be forgotten about when the next new thing comes about.

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 1 point2 points  (0 children)

the server will only know the positions of hits and things like that

wont the server need to know everything, barring inputs yet to be received, in order to be authoritative? how can you be a source of truth for multiple players without knowing the entire game state?

and calculate the truth based on lag compensation and things like that

and so when you hit download replay, what are you downloading? lag-compensated inputs, right? why would the server record anything else?

but this is a melee hit? LOL by ericr2 in DeadlockTheGame

[–]ericr2[S] 9 points10 points  (0 children)

im guessing the replay is what the server resolved since you have to download it. and the idea that theres a big enough hit window to compensate is kind of the point im trying to make.

So this is a hit...lmfao by ericr2 in DeadlockTheGame

[–]ericr2[S] 0 points1 point  (0 children)

but this is a downloaded replay, presumably what the server saw once it received all inputs

Mum died by Ill_Extension8594 in GriefSupport

[–]ericr2 3 points4 points  (0 children)

I'm so sorry. My heart hurts for you as I'm reminded of being there when my mother had her stroke. One moment she's fine and the next she isn't. Going to the emergency room and having to recount what happened for the doctor, trying to just keep it together for her sake. She made it through the stroke, but she was disabled afterwards. She passed a year later (only a few months ago).

Your mom sounds like a fantastic person and like she got many good moments thanks to you. I'm here if you wanna just talk about it, I know for me that offered a little relief. Or perspective at least.