Movement desync. client-side authority has got to go if you want this game to survive

I am noticing an insane amount of movement desync, especially in OPR. I feel like my character is constantly sliding off of the outpost ramparts, sliding off the ramps, sometimes I will walk up the ramp , and desync will rubberband me off of the ramp and oftentimes under the ramp. My character feels “stuck in the mud” when I enter combat, outside of combat there is no issue.

I wont even get started with any melee attacking the air instead of their target while the target slips away because I know thats “being worked on.”

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Every YouTube clip I watch of good players, they game in PvP is nothing like mine.

It flows and is linear.

Network
Graphics card
CPU

Who knows?

Yes game is completely broken since Feb patch and they won’t acknowledge it, tons of posts on here about it: De-Sync / Ability Queue 🚨 - Official petition to change combat back to 1.3 before "February's patch" - #106 by cattboy

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@luxendra anything on this? So many players have left the game because their melee weapons connect with the enemy player on their screen, but nothing happens and the enemy continues moving as if they were actually 2-4meters in front of where my computer placed their actor.

I do not understand how this is not compensated for, likely you need central servers.

I mean specifically the location aspect of my actor desyncing with the server is happening more often since the feb patch. Restart the servers more often or maybe AGS should not use dell servers running windows 98?

Also I would like to point out @luxendra that PvE the last week specifically is turning into a nightmare. Rubber banding, warping, abilities and animations reversing after they complete on my screen, many things im forgetting about…

there is a interruption bug too. grit even gets interrupt if simultaneously timed while getting hit.
it’s bad…

literal dogshit game

it sucks because this game has potential… mass potential. but it keeps falling on it’s face every patch. Every patch has either broken something, and/or added in new exploits. Aside from MAYBE the winter convergence patch.

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Which is why there are only 18k players worldwide on a Saturday evening.

Potential is nothing if it’s not realized.

And also, it’s waaaaaaaay too late for a new engine that can support what people are calling for. If the desync could have been fixed, it would have been over the last 6 months.

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Yeah but, if Desync were fixed, they could properly balance weapons/ properly nerf or buff specific weapons/gear etc. instead they are balancing around Desync, and that’s a red flag. You don’t make changes to combat relatable content to compensate for Desync or a mechanic that lacks Diminishing returns.

Everyone is QQing about CC spam, which I can agree… But instead of nerffing timers/cooldowns, just add in a small DR to CC… that’s such an ez fix that has been neglected.
If you’ve been stunned, you’ll be immune to stuns for like… 3 seconds… or something around that value. in turn you wouldn’t need to change gravity well 3 times, VG cooldowns wouldn’t need touched… all of it. DRs would fix the CC spam, as long as they didn’t make the immunities long af… just 2 or 3 seconds would be fine. Stuns, Snares, staggers, roots, knockdowns… gg.

it’s just one big waste of Dev work to keep beating around the bush.

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No thanks

Can you imagine a 300 Str Great Axe running straight for you, nothing you can do to stop their left click spam

DR to CC is not the way.

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how would DRs not benefit? you can still stun, flatten, snare, root… you just can’t spam them… XD and 2-3 seconds is nothing to bat an eye at…

Thank you everyone for the feedback. We are currently aware of the issue and learning it’s an extremely detailed problem. It is a priority of the team while I will also bring it up to them again. I’m so sorry though that you’re experiencing this, definitely not fun!

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If the rubber banding/desync is fixed

Our debuff bar was working… properly. It didn’t hide debuffs (there’s a limit how many it shows), updated faster, accurately and more reliably.

It’d be easier to judge when you can and cannot escape from certain abilities.

It you’re running into 10 players and dying when you expect to live… That’s not a game problem.

It also doesn’t help most combat revolves around clustering up over 1 objective, that makes the CC issue appear worse as people save abilities to dog pile onto each other in PvP

I think it’s just because AGS is trying to push new content/items WHILE the Desync is destroying the competitive nature of the game. in which this same competitive nature was at one point the foundation of the game. So it worries us seeing the blunderbuss is getting pushed already. The NW community already knows it’s going to be added in too soon. and will most likely have bugs on it’s release. Just because it’s been 100% of the past experiences we’ve had with “new” content.

I’m not trying to talk poop or bring the Dev team down or anything but, it’s why we’re worried. or one of the reasons.

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I agree. for sure. I’m not referring to that though. I’m just talking about the “Spam” aspect of CC in any situation. CC with DRs would simply require better timing is all. people would still get CC spammed, but it would be more spread out.

We have the “break out rule” already that is basically a get out of jail free card. This mechanic could use some more information (0 tooltips in game reference it)

If you’ve played WoW, it’s akin to a PvP trinket.

The BoR could be tuned to better aid the player in understanding when they can and cannot escape CC. Either visually represented on screen or more details around the mechanic itself. You could also add Roots to the BoR, which currently do not count towards it (in my testing at least)

Kind of. in NW you only get a 0.30-0.40 second timeframe to work with, and you can use the trinket at any time, stunned/poly/snared or w/e it may be. In NW you can’t use it with roots. this “Get out of jail free card” is only applicable on a stagger/knockdown, not another stun or root effect. “Purging Berserk” is more like the trinket.

That’s why I said the break out rule could use some updates. :confused:. You only quoted half my post.

Improving the BoR, improves combat.

If a player knows when the BoR will trigger, you can better judge when to block/face tank/dodge an incoming attack