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http://www.youtube.com/watch?v=3AIWodyQvq4
This thread gives me the impression everytime we report bugs devs ignore it because they think we are trying to bullshit them.
There is no definitive way to "fix" it, because technically it isn't even a bug. It can be tuned and masked by software (which we will continue to try improving), but in the end there'll always be a hardware/network factor.Most of the time the cause is not serverside. Nonetheless, there are both clientside and serverside improvements planned. If it's caused by a slow/interleaved/noisy connection, there's nothing we can do about it.
Gave a look to the Warband code, it doesn't even care if you have a shield when checking for agent-agent collision.Basically it's an engine quirk that has always been there, for some reason it got noticed only after the shield forcefield change, and the change got the blame.Sigh.I don't think you're trying to bullshit me, I think you are drawing conclusions based on insufficient evidence. See above in this very post.
Also for nitpicking, apart from the the thread's topic, I wasn't actually blaming any change
I don't think you're trying to bullshit me, I think you are drawing conclusions based on insufficient evidence. See above in this very post.
You shooting targer standing 1 metre from you, full focus and arrow miss, but when guy chase you with 1h sword, swing have 3 metre reach, yeah thix is nothing about bugs, but internet connection... .
Because it doesn't. Ghost reach is when a weapon hitbox is longer than the visual model. If a weapon has ghost reach, it will be noticeable every time you attack.What people call ghost reach is caused by client-server delays, server-client delays, and synchronization approximation. What you see looks like there's ghost reach, but what the server "sees" (and most other clients probably) is perfectly fine.
Ghost projectiles is an entirely different thing than ghost reach. I haven't looked into that well enough to draw a conclusion.
I was referring to Digglez.