Cryek - Patch Hasn't Fixed The Multiplayer Lag Issues

Post » Thu Dec 31, 2009 2:46 pm

The PC minority get them, and a better polished game, why dont we get a better ploished game and dedicated servers since we are the majority?
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Chantelle Walker
 
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Post » Thu Dec 31, 2009 2:25 pm

Do something Crytek, for the love of God.
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Devils Cheek
 
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Post » Thu Dec 31, 2009 3:12 pm

i sympathise with you "now you see me now you dont" or for better words " my bullets are in dymensional warp mode displacement by xxx milliseconds". but try being on the other side of the world. i'm in Australia and palying any continent multiplayer gives me a disadvantage of a minimum 180milliseconds due to the turnaround time of undersea transmission cable. Like its a dimensional warp with catastrophic and unbeleivable acts of ability when your kill is dead after you have also died but you dont get the game points. If the servers are that bad, I'm starting to wonder if its worht pursuning something that may not improve ever for Australian players. But EA are probably likely to set up some dedicated's over here for us knowing their kindness to routine and demand.
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Stefanny Cardona
 
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Post » Thu Dec 31, 2009 10:22 am

The PC minority get them, and a better polished game, why dont we get a better ploished game and dedicated servers since we are the majority?

Uh, I don't think the PC is the minority for this game. Crysis 1 is PC only. The lead development platform is PC. The most hardcoe fans of Crytek are PC gamers.
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luis dejesus
 
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Post » Thu Dec 31, 2009 1:27 am

Exactly, try living in Australia, especially in Western Australia. CoD, BattleField, Crysis, HALO. I have red/ Yellow all my life and have good internet here, and when Americans are in game complaining about lag when they have 3 bar green, I want to kill them.
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Add Me
 
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Post » Thu Dec 31, 2009 3:02 pm

hello lads just to reinforce the fact that crysis 2 on xbox 360 has got massive lagg problems. crytek have removed my other account on here because they cant handle the abuse i have given them over there pathetic attempt at a multiplayer game. they keep all the positive feedback on the forums but remove all the negative because they are mugs and cant face that there game has turned into a laggy farce requiring no skill at all to play only getting the luck of a half decent connection. hopefully crytek will patch this but in my opinion they already have made millions of pounds off people who believe they are buying an unreal multiplayer game so they really could not care anymore why would they want to spend money to improve it. overall the game is graphically amazing and single player is a treat but multiplayer is an abseloute joke. may aswell as flushed my £40 down the toilet as the multiplayer is pathetic ... made by a bunch of amateur so called game makers.
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Katharine Newton
 
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Post » Thu Dec 31, 2009 2:40 am

Look, I'm not gonna throw my very slight education in the game field like its something that makes me better then anybody else, but making a game is DIFFICULT. I'm sure they are working on it as best they can. Also Microsoft having to look at an update before it goes live doesn't help. Another thing is that I've played the multiplayer and it is nowhere near as bad as most the people on this forum say. Sure there is some lag, but it isn't enough to make me sit here and go THIS GAME IS GARBAGE. Just give it some time.
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Wanda Maximoff
 
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Post » Thu Dec 31, 2009 7:35 am

Here man who do u think you are you little muppet giving it the big one like your some sort of game expert get your head out of crytek arse u gimp.when i first started playing crysis when it was released it was unreal but now when i play it takes more bullets to kill people and the lagg is pathetic, fact. dont try to justify that the game is not as bad as everybody thinks do u really think all these people who are hardcoe gamers would waste there time posting all these messages if it wasnt bad, you idiot go and play ratchet and clank or toy story 3 you amateur wannabe!
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Marie Maillos
 
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Post » Thu Dec 31, 2009 2:41 pm

Didn't I just say my slight education? You seem a bit upset :| its ok.
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Timara White
 
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Post » Thu Dec 31, 2009 12:32 am

here stop posting on my messages u halfwit you clearly dont no what your talking about and have half a brain cell in that pea sized head of urs
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Sophh
 
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Post » Thu Dec 31, 2009 4:41 pm

lolol

Lag is hideous on this game.

I have been host twice today and I have sub 1MB internet.

I was on 4 bar connection, rest of the lobby was on 2 bar max, mainly 1 bar.

Unplayable for everyone bar me.
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Kay O'Hara
 
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Post » Thu Dec 31, 2009 6:22 am

the pings arent terrible but there just no good either, one thing to keep in mind though ,is every game that using a host matching making system has issues at first, if you remeber right?> Black ops was horrible with lag and host issues. Hopefully everypone will have green pings , my biggest issue is the bullet lag.
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Karl harris
 
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Post » Thu Dec 31, 2009 4:29 am

Dedicated Servers > P2P
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Maya Maya
 
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Post » Thu Dec 31, 2009 4:16 am

Hey guys, So I know there's already like hundreds of threads about the problems Crysis has but I have yet to find one that talks specifically about the connection/lag/hit detection issues. So when I first started out playing C2 (when I was level 1-10) It was actually really easy for me, mostly because I'm a natural at fps games (not trying to brag/gloat/flex my text muscles) but I mean I think I can safely say that any natural fps gamer probably found the beginner lobby to be pretty easy, saying that, I never really ever noticed the connection issues or the fact that not all of my shots were making contact, or that I constantly had to shoot an entire clip into someone just for the kill simply because n00bs are n00bs and they take little to no effort to out shoot/kill. after I hit level 11 I was obviously forced to go into the standard lobby, which is fine, I was happy that there would be a little more challenge to the multiplayer experience, but then I actually started to notice these issues. it seems like almost every game I get into I usually have a 1,2 and on a rare occasion a 3 bar connection which I find pretty odd considering I have a 12mbps down and a 2mbps upload speed on 30 ping, although I guess I should be pretty thankful considering that when I look at the scoreboard everyone else has a 1 and rare 2 bar while host has 3-4 bars.

Internet speed aside I find it difficult to get into a gunfight and actually win, and no trolls it's not because I svck at fps' so stop trying to start a flame war, I seriously just can't seem to win the fight, when I look back at the kill cam it usually shows me not reacting fast enough, or all my bullets just flying on by, or the other guy just killing me just by aiming and not firing a single shot (like literally an aim and I'm dead ((and no it's not because of the gauss attachment because that takes 2 hits to kill with energy)), all that aside on my side it seems like I have to load AN ENTIRE CLIP just to kill someone, like I'm literally left with about 3-5 rounds after shooting at a non or semi moving target a couple of feet away from me. Or sometimes I'll be walking around turn the corner and there's some guy with his back towards me, start shooting, he turns, shoots back, and gets the kill. when I look at the kill cam it shows his life draining, but some how, for some reason, he gets away, turns, and kills me with like 3 shots, armor on and all. At first I try to tell myself wow, that kid ate some bullets, but it seems to happen in about 80% of the gun fights I get into, even after the training phase, my kd balanced out to about a 1.7, but lately it's been plummeting down to about a 1.2ish because of all the issues.

As of now I've decided to just put the game down, as addicting as it is. I know I'm better than this, and I know it's not just me but the connection issues. It seems that the only people that ever do good in a match are the super experienced level 40+'s or the host with the 4 bar. All my ranting aside I was wondering if anyone else was having the same problem or is in my same situation. And remember kids be nice, I'm not trying to start a war or anything here I'm just looking for a solution/answer. Thanks for your time.
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Code Affinity
 
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Post » Thu Dec 31, 2009 7:16 am

I have also put the game down....its just too much of an aggravation playing it in its current mess.

Would be so easy to improve and correct but Crytek seem to be taken their time and giving us nothing but silence and the silence will cost them customers both now and in the future
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Add Me
 
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Post » Thu Dec 31, 2009 6:43 am

probably about 75% of all my games i've got hit detection problems/watching players jump around. Used melee on a guys back 3 times for him to turn around shoot me below my waste for an instant kill.

My patience with crytek is growing very thin.
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Jessica Phoenix
 
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Post » Thu Dec 31, 2009 4:11 am

probably about 75% of all my games i've got hit detection problems/watching players jump around. Used melee on a guys back 3 times for him to turn around shoot me below my waste for an instant kill.

My patience with crytek is growing very thin.

I agree, I'm usually extremely tolerant of glitchy games, I would be one of the only people to stick around in a lobby full of n00b tubers in mw2, And i played that all the way till BO came out, but this is just ridiculous. The melee should be a one shot to the back, 2 max, there should be no way for someone to insta-kill you after you've fired your entire clip at them. There's been times where I get into a game, and I spawn under the map....It's like ummm...wtf? no way to get out unless you quit, and even when I do quit it takes FOREVER to d/c from that game...
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Amy Masters
 
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Post » Thu Dec 31, 2009 9:34 am

if this supposed patch thats due soon doesn't make the game playable enough i'm just going to return to the store and stop a copy of C2 getting bought off of Crytek.
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marina
 
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Post » Thu Dec 31, 2009 7:45 am

Yep I know what you mean. Like on my screen it'll show me just unloading on this guy, but in the the killcam I'll be shooting off into where the guy was and apparently he moved over so he didn't get hit and he just kills me. It's really annoying. The first couple times I just figured I got trigger happy, but it happens alot and I can also tell by these forums that its not just me. Also tonight I was playing a game of assault and I had the pistol and I went into a room and the guy was standing there and I shot him like 10 times with the pistols he turns around and 3 shots me and im dead. Really wish they would fix this lag its breaking the game.
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KIng James
 
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Post » Thu Dec 31, 2009 8:38 am

Yep I know what you mean. Like on my screen it'll show me just unloading on this guy, but in the the killcam I'll be shooting off into where the guy was and apparently he moved over so he didn't get hit and he just kills me. It's really annoying. The first couple times I just figured I got trigger happy, but it happens alot and I can also tell by these forums that its not just me. Also tonight I was playing a game of assault and I had the pistol and I went into a room and the guy was standing there and I shot him like 10 times with the pistols he turns around and 3 shots me and im dead. Really wish they would fix this lag its breaking the game.

Yeah definitely, Does anyone know when this supposed patch is coming out? it's sad that this game was supposed to be my getaway from CoD, and I'm finding myself almost if not as frustrated as I get when I play BO with a lobby full of 74u ghost n00bs.
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Captian Caveman
 
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Post » Thu Dec 31, 2009 1:47 pm

It's not you, it's the game's hit detection. It's the number #1 problem with the multiplayer because it's takes the control of the aiming input out of the player's hand and let's the game do majority of the work. Mostly all gun fights are basically decided in the span of when you first ADS(Aim Down Sites) instead of letting the user control his reticule allowing them to lead/anticipate where the target is going to be. Instead of letting the player's input do the aiming the game, it basically turns this game into I see you first so you die gameplay. The hit registration takes so much player input out of the equation, it basically turns into who has the better connection and who can fire the most bullets from their gun in the other player general direction wins. IF THIS GAME ALLOWED PLAYER INPUT TO BE THE MAJOR DECIDING FACTOR FOR AIMING, A MAJORITY OF THE BALANCE PROBLEMS WOULD BE CROSSED OF THE LIST. The 2nd demo had it right concerning the hit detection but they threw it out because I believe either 1) To appease the people who couldn't figure out the shooting dynamics 2) Didn't meet the deadline to finish the multiplayer experience 3)Thought it was best for gameplay(Which I hope Crytek doesn't believe) Here's a quote explaining it in one of my threads about hit detection

This game has serious auto lock on when you ADS and I believe that's where players are getting it confused with. It's almost in a sense like of GTA3(not as bad), when you ads in proximity of the target in the retail version. However when you ads, it locks your sights in the position where you last hit LT (on the players position) without any magnetism for accurate shots. This is where random spraying is starting to come into play because decisive shots take a backseat to how many bullets I can shoot from the last known position that I ADS. The magnetism is relativity weak because if the magnetism was stronger, player could make more decisive shots. I believe they tried to put more emphasis on ADS for being the centerpiece for accurate shots but with copous amounts of static autolock and little magnetism, it turned the game into a spray my bullets into a general area outlet.

I believe the demo also had autolock ADS, but it required leading target leading and anticipating where your target was going to be positioned when the bullets were shot. In order to lead the target and/or anticipate where what position your bullets were going to register, requires reticule magnetism for that to occur. That is why the demo worked because it allowed for more player input instead of letting the game do majority of the work. Since it demanded the player to be more aware of his input, it made accurate shooting a more decisive factor. That's why Maximum armor worked in the demo because a lot of players didn't master accurate & precise shots. You had to put a steady stream of bullets in one position accurately to drop an opponent. The retail version doesn't allow that because a sidewipe from aiming down sites, send more than enough bullets to you current position and drops you too quickly. It also makes strafing far less effective because they can send a stream of bullets your direction with a simple swipe.

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Dustin Brown
 
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Post » Thu Dec 31, 2009 4:26 pm

Here's a quote from ii Stryker explaining everything about why the patch isn't materializing at your beck and call:
Console patches have to go through manufacturer certification before reaching the consumer, whereas, the PC patch does not. Therefore PC issues can, and often do, get resolved much faster.

I too spoke with a dev last weekend from Crytek UK(formerly Free Radical), the team responsible for the MP. He said the team was only a mere 50 ppl and they built the MP in 2 years. And by today's standards for a multiplatform game that's an incredibly short lead time by a rather small team of developers and the fact that its their FIRST console release. They've done an OUTSTANDING job.

IF anyone remembers what COD2 MP was like for months after it was released on the 360, this game by comparison is leagues better.

Comparing your Crysis 2 MP experience to the likes of Halo or Cod is unrealistic. The latter games have had the luxury of having multiple iterations for which to improve the game code.

It is disheartening that they aren't willing to let us in on what the plans are and the time frame. I guess that's why the final achievement in the game is to play it 6 months after you've played it the first time. That tells me they kinda knew they were feeding us a turd.
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joeK
 
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Post » Thu Dec 31, 2009 1:27 am

It's not you, it's the game's hit detection. It's the number #1 problem with the multiplayer because it's takes the control of the aiming input out of the player's hand and let's the game do majority of the work. Mostly all gun fights are basically decided in the span of when you first ADS(Aim Down Sites) instead of letting the user control his reticule allowing them to lead/anticipate where the target is going to be. Instead of letting the player's input do the aiming the game, it basically turns this game into I see you first so you die gameplay. The hit registration takes so much player input out of the equation, it basically turns into who has the better connection and who can fire the most bullets from their gun in the other player general direction wins. IF THIS GAME ALLOWED PLAYER INPUT TO BE THE MAJOR DECIDING FACTOR FOR AIMING, A MAJORITY OF THE BALANCE PROBLEMS WOULD BE CROSSED OF THE LIST. The 2nd demo had it right concerning the hit detection but they threw it out because I believe either 1) To appease the people who couldn't figure out the shooting dynamics 2) Didn't meet the deadline to finish the multiplayer experience 3)Thought it was best for gameplay(Which I hope Crytek doesn't believe) Here's a quote explaining it in one of my threads about hit detection

This game has serious auto lock on when you ADS and I believe that's where players are getting it confused with. It's almost in a sense like of GTA3(not as bad), when you ads in proximity of the target in the retail version. However when you ads, it locks your sights in the position where you last hit LT (on the players position) without any magnetism for accurate shots. This is where random spraying is starting to come into play because decisive shots take a backseat to how many bullets I can shoot from the last known position that I ADS. The magnetism is relativity weak because if the magnetism was stronger, player could make more decisive shots. I believe they tried to put more emphasis on ADS for being the centerpiece for accurate shots but with copous amounts of static autolock and little magnetism, it turned the game into a spray my bullets into a general area outlet.

I believe the demo also had autolock ADS, but it required leading target leading and anticipating where your target was going to be positioned when the bullets were shot. In order to lead the target and/or anticipate where what position your bullets were going to register, requires reticule magnetism for that to occur. That is why the demo worked because it allowed for more player input instead of letting the game do majority of the work. Since it demanded the player to be more aware of his input, it made accurate shooting a more decisive factor. That's why Maximum armor worked in the demo because a lot of players didn't master accurate & precise shots. You had to put a steady stream of bullets in one position accurately to drop an opponent. The retail version doesn't allow that because a sidewipe from aiming down sites, send more than enough bullets to you current position and drops you too quickly. It also makes strafing far less effective because they can send a stream of bullets your direction with a simple swipe.

That seems pretty believable considering that when I burst fire I can kill easier than I would ADSing and firing while trying to follow my target, the fact that there isn't as much magnetism in the ADS shooting as there is in games like CoD and Halo would make the game a little more "realistic" seeing as real bullets don't magnetize to their target but nevertheless it makes the game nearly impossible to play and not very n00b friendly (not that I care for the n00bs, but still) If this is the case it would be logical to just run around with a shotgun spraying people because it would be a lot more accurate than ADSing with an assault rifle and trying to kill someone. Although this can't be full problem because the connections are also horrible which also plays a role in the lag/hit detection in a way. My question is, If the demo hit detection was so much better why scrap it?
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NEGRO
 
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Post » Thu Dec 31, 2009 12:07 pm

Here's a quote from ii Stryker explaining everything about why the patch isn't materializing at your beck and call:
Console patches have to go through manufacturer certification before reaching the consumer, whereas, the PC patch does not. Therefore PC issues can, and often do, get resolved much faster.

I too spoke with a dev last weekend from Crytek UK(formerly Free Radical), the team responsible for the MP. He said the team was only a mere 50 ppl and they built the MP in 2 years. And by today's standards for a multiplatform game that's an incredibly short lead time by a rather small team of developers and the fact that its their FIRST console release. They've done an OUTSTANDING job.

IF anyone remembers what COD2 MP was like for months after it was released on the 360, this game by comparison is leagues better.

Comparing your Crysis 2 MP experience to the likes of Halo or Cod is unrealistic. The latter games have had the luxury of having multiple iterations for which to improve the game code.

It is disheartening that they aren't willing to let us in on what the plans are and the time frame. I guess that's why the final achievement in the game is to play it 6 months after you've played it the first time. That tells me they kinda knew they were feeding us a turd.


So the other question is, how long till the patch gets approved and distributed? I know he says not to compare it to CoD and Halo, But CoD is also on PC, and IMO Black Ops and Treyarch are doing an AMAZING job of finding problems through the game and fixing them within a week or so. also, from what I've heard patch 1.1 for PC also didn't seem to fix any of the major issues the PC users were having either, rather it just kinda "dummed" them down insignificantly. I don't know if they already do, but Crytec desperately needs some sort of community manager that will listen the the fans, and update us on any coming patches, I think that having one would definitely relieve some of our stress, because at least we would be able to ask questions and get answers, which would give us at least some faith and assurance that Crytec isn't just gonna let this crash and burn.
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Shannon Lockwood
 
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Post » Thu Dec 31, 2009 4:36 pm

need work.
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Janine Rose
 
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