cRPG
cRPG => General Discussion => Topic started by: Barracuda on March 11, 2011, 03:27:31 pm
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Unregistered blocks were already reported in the warband beta test but they've been around to this day. I've been wondering does everyone experince them?
I've had two scenarios:
1. Correct parry but hit anyway.
2. Enemy holds overhead/thrust. I approach with up/down block but get hit anyway when in range and opponent releases attack. I've never experienced this with side attacks.
I haven't seen much whining and it happens relatively often (~2 times / 1h) so I've began to wonder is this a client-side issue? Or have people just accepted this as a part of the game. I'm mostly interested in experinces of good blockers that recognise this bug from a mistake with certainty.
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Oh that's why I'm dying so much!
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im not that supergood blocker (2h), but for all my fail blocks I found my fault,
like bad angle, released block for a moment (which opens your defense), etc.
With unstable bandwith (when others are using net on my lan),
very rarely I see that my attack is going through the enemy without collision.
Maybe packet losses, the block problem could be related to this.
In general, I don't face this problem, but make sure for example in the case of side swings, that
your blade is between your body and the enemy's blade, not only in the proper direction,
and during block, use also your ears and instincts, not only your eyes.
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I blame lag most of the time.
Sometimes it's your ping, sometimes it's serverside lag. I experience that the most on my thrower. When the server lags just a bit, all my throws are a bit off and I can't hit the broad side of a barn anymore.
The next day, the lag is gone and I can hit stuff again.
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I think the reason you dont see many mention it is, whats the point?
People will merely accuse you of either making it up or being an excessive whiner. I think most people have come to accept it as a fact of this game that sometimes things happen in it that make absolutely no sense whatsoever.
Ive had games where ive played terribly and that's the reason alone, I dont mind that, that is my fault and to do with how bothered I am at the time, so at least I can improve upon it. Then there have been times where the discrepancies just mount up, this hit went through a block, that arrow went past but then after a doubletake in which the game jitters, oh dear no it was in my face all along, oh no it seems that large two handed sword stab hits a few miliseconds longer than its actual animation, but not every time :lol:.
Things like that are outside of anyones control and arent anybody's fault, not to mention there isnt anything you can do about it, which makes it all the more frustrating. I also agree somewhat with spawny when he mentions lag, pings may or may not have something to do with it.
I suppose it doesnt help when you get those who rage massively on this game and therefore percieve everything and anything as off and wrong.
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Honestly I think it is a minor case of packet loss on the server side.
From time to time I will attack completely through an enemy just to be hit by their attack, on occasion when the person is in TS and I ask them what happened they say I just stood there and got hit, not even preparing my attack.
Other times its blocks which I should have easily made but somehow failed completely. I have had direct on face to face attacks go through my shield before.
Like I said it happens rarely but it is most certainly noticeable.
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http://www.youtube.com/watch?v=fWWm_YPnlps&feature=channel_video_title
:shock:
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That's pikes though, they are known for their fucked up hit boxes.
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That video means nothing, collision detection for teammates is different than for enemies.
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It doesn't happen so frequent now but before it did happen a lot for many and it was mainly because of the server lag but it could also be lag from your side.
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Fucking idiots, make more excuses for your failure. Releasing your block before the enemy's attack actually collides means that the block isn't registering because you aren't blocking for long enough.
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Fucking idiots, make more excuses for your failure. Releasing your block before the enemy's attack actually collides means that the block isn't registering because you aren't blocking for long enough.
Really I didn't know this, I thought if you had a shield equipped it was always blocking in all directions at all times.
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Packet losses are probably to blame here.
I moved recently, and at my previous apartment, I had access to a high speed internet connection (optic fibre to LAN) at 100/10 Mbit/s.
Failblocks happened much more rarely then. Now that I'm at my new apartment, with a shitty 24/2 Mbit ADSL connection, failblocks are a common annoyance :p
The thing with ADSL is that it's easily disturbed and unstable compared to real broadband. It's especially sensitive to uploads (hence the A as in asynchronous). If a p2p program starts an upload suddenly, the download speed and ping are greatly affected in a negative manner.
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This has happened to me alot more since the latest patches.. I've said this many times.... Lastnight it happened a few times too... One situation a guy with a nodachi standing infront of me on a hill, he was slightly lower than me but we were fighting. After he hit me I blocked his side attack then he started spamming overhead strikes, so I do upblock and.. I get hit... he goes for another overhead, so here I am with my long hafted blade still placed in the up block position, and... his second strike goes right through my block and kills me.
I didn't release it, he was directly infront of me and not strafing or any of that shit..
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Blocking without first registering said block with the cRPGBRC (cRPG Block Registration Council (and associated bodies)) is against the law and you will be caught.
If you see people blocking without a license which proves their having registered their blocks, please report them to chadz via PM.
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I voted no, but I've been hit when I saw the block animation was there.
I just assume I got hit because I blocked too late. So I don't think there's any faulty mechanics.
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Fucking idiots, make more excuses for your failure. Releasing your block before the enemy's attack actually collides means that the block isn't registering because you aren't blocking for long enough.
Proof you have NO IDEA what your talking about. You try to fight me, and hold block button untill our blades meet, then release and try to attack me. I will have attacked you again and your dead. You release block long before blades meet.
Many items have a mesh which does not fit with what they look like, OR with the damage dealing size. Throwing axes in melee will go throught blocks at their max dmg range, 1h weapon's animations have NOTHING to do with where the hitboxes are......
Blocking needs a lot of work before its reliable. Packet loss is not to blame for half the collision errors, just faulty physics and object sizes, and a very limited mechanic on the engine as yet. Maybe the crpg team will get to really edit the game some time, and the miriad problems with melee might get fixed a bit. As it is now, to have KDR of 20 to 1 once you get to lvl 30 is heavy armour and a greatsword or polearm of your choice. Then swing away. If you DO kill a teammate, its fine, you wont have any repercusions, it is an accident.
Blocking is very flawed, and to say it isnt is to live in denial....
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I notice an occasional but sporadic failblock, but...
For me it's almost always:
1) due to the other player moving and possibly striking at an angle i'm not blocking, especially if that other player has a bad connection or high ping
2) due to me releasing block too early, before i hear the block, even for a fraction of a second
3) due to my connection going bad because someone is uploading somehting and my upload gets chocked
When you are able to duel properly and 99% of the blocks are registering fine... it's likely that the server isn't at fault. Before i start playing, i almost always check if my internet connection is okay (ping www.google.nl -t for a minute and see if ping times are stable).
I associate failblocks with bad internet connections.
(On an unrealted topic: i'm getting fiber in a month or so! Yay!)
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I've had this happen to me on several occasions and I've also killed people that I know should really have blocked my attack. There is no question of lag in these instances; the game has otherwise been flowing normally but every so often I've got, or seen other people get, an obvious "phantom block" or seen what should have been hits pass right through enemies harmlessly. There is no mistaking some of these bugged hits; certain of them can't be explained as player error - for instance where two two-hand or polearm fighters fight and one will approach with a readied, obvious attack which is easily blocked, just to get the fight started... I've seen these easy blocks fail. Some of us think there may be some problem with hitboxes.
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This happens to me regularly (2 times per hour seems consistent). I think it is due to a small insidious lag. I am not sure but I feel this happens more frequently when the attacker uses non-Native weapons.
(...) Lastnight it happened a few times too... One situation a guy with a nodachi standing infront of me on a hill, he was slightly lower than me (...) so here I am with my long hafted blade still placed in the up block position, and... his second strike goes right through my block and kills me.
I have noticed that when you fight on the side of steep hill/cliff, one cannot block attacks coming from an opponent who is on the lower side of the slope. This seems to be a game feature: your block is treated as not being on the right level. Now, when fighting on a steep hill, I always turn around my opponent to attack from the lower side: it is a 100% win situation (hey, keep this hint for you guys :wink: ).
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no you are all simply bad
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no you are all simply bad
Have yet to die to you :P
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That video means nothing, collision detection for teammates is different than for enemies.
BS