[VIDEO] Hit Detection

Post » Wed Sep 30, 2009 2:38 pm

I don't know how you did it, but you managed to pull it off. I really, truly didn't think it was even possible, but you did it. Hit detection is WORSE THAN THE DEMO.

If I fire 55 bullets toward someone running directly toward me, IN A STRAIGHT LINE, how the hell does he not die? If I pump half a clip into someone who's STANDING STILL, shouldn't he keel over? I've been playing shooters most of my life. I'm a level 50 Halo player, prestiged multiple times in CoD, and have a SPM of over 370 in Bad Company 2. I'm pretty damn sure I can aim. I can tell when I'm missing, and I can tell when my bullets just aren't doing damage. You don't get good at shooters by making excuses when you miss.

IMAD? Yes. I'm mad. I'm mad that I paid $60 for a SHOOTER that had two betas and still doesn't have GUNS that work.

Oh, and if you still don't believe me, here's some proof in glorious 720p.
http://www.youtube.com/watch?v=hE4LHXKL7J0


EDIT: In the video, I was missing only 1 connection bar. Against someone who's almost standing still, lag doesn't even enter the equation.

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celebrity
 
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Post » Wed Sep 30, 2009 4:49 pm

It's just you dude. I haven't had any problems such as this.








You mad bro?






Sorry, I just had to ;)
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Jonny
 
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Post » Wed Sep 30, 2009 5:27 pm

I've had similiar issues, but at least someone got a video posting to prove it needs patching. I've unloaded 3 3 round bursts of the grendal into someone who was standing still and it didn't kill him yet he turns around and he just hits me 3 times when I'm armored and I die, I hear ya man. It needs to be patched.
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SexyPimpAss
 
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Post » Wed Sep 30, 2009 6:12 pm

The netcode and Hit Detections needs to be fixed! And dont forget to nerf the Scar.
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Petr Jordy Zugar
 
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Post » Thu Oct 01, 2009 4:57 am

I feel your pain Exalted, I've been sounding like a parrot pasting my quote everywhere but this is what I believe is causing the current problem.


From my experience with Crysis 2 so far, with both demos and retail version is that a lot of questionable decisions went into the multiplayer concerning hit detection in the current retail version. Without a shadow of doubt in my mind, I believe the #1 problem with the retail game as of right now concerning multiplayer is the control input concerning aiming. This one thing has a domino effect on all the other negative areas of the retail version as of right now. It causes automatic weapons in the assault rifle and smg class to feel overpowered, makes the maximum armor practicality feel a ? as effective as it was in the demos, and makes sprayin& prayin the law of the land in the game. In the demo, if a player had Precise and Consistent aiming, he could turn the tide in a shootout consistently no matter if the other player got a drop on him. Right now, the hit detection to do that consistently and effectively has been thrown out the window for that to occur. The reason that can't occur is because 1 thing that I believe has be increased to a degree significantly that a lot of online gamers hate to say that they don't need or want is....................reticule magnetism.

Reticule magnetism isn’t evil per say because no matter how good you are it is needed in a console games. If implemented correctly with other mechanics of the game correctly, such as hitboxes, damage output and most importantly player input, it’ll turn the retail game back into a version where consistent player input is the most influential factor and not I see you first spray my gun in that general direction and keep my fingers crossed. Since more reticule magnetism is needed, damage output cannot be very high or else it’s all about I see your first die gameplay.(Which is extremely detrimental towards Crysis because a player can turn invisible with the press of a button) In my opinion, Crytek nailed it in the 2nd demo. If I died in the demo I wasn’t upset, I see that person killcam showed that player was consistent enough with their aiming to kill me, the killcams for the retail version tend to show the opposite the majority of the time. I seen on at least half my deaths the the player is swiveling a Thompson gun back and forth like he’s a Chicago gangster in 1920’s during a police raid.

It seems that changes in the aiming concerning, ADS( Aiming Down Sites) was changed from the demo. What I interpret so far from the ADS is that static as soon as you press it down without any magnetism. On paper it sound great but the aiming controls in the game need some fine tuning because you can’t have precision for accurate decisive shots. Add on top of that complex terrain, quick movement speed, superhuman jumping capabilities and the ability to cloak/armor and you have a recipe for general spraying around the area. I believe fully since they decreased the reticule magnetism, they in turn increased bullet damage which all bring this coming around to a full circle. Stronger damage dealt to deal with the inconsistent aiming issues= quicker deaths, automatic weapons feel overpowering, strafing fare less effective, maximum armor effectiveness drops severely, single shot & burst weapons feel underwhelming, this is turns the game from decisive aiming into a game where the player who shoots the most bullets in that general direction wins.

This of course is what I believe to be true, I could be wrong and I am sure I could be wrong in some aspects but I’d like to hear other opinions on the matter concerning aiming and what you interpret from it. 2nd demo aiming/hit detection felt perfect because when I made a mistake during my aiming, I knew it so I could make the adjustments next time .I thoroughly enjoy the game and plan to keep playing it but this the #1 item on my list to fix because during the demo, lag rarely meant anything towards my performance. My ability to consistently aim overcame that so that’s the most important factor to me.
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Jack Moves
 
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Post » Wed Sep 30, 2009 5:56 pm

It's just you dude. I haven't had any problems such as this.

Take a screenshot/photo of your kills tab from the leaderboards.
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Milad Hajipour
 
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Post » Thu Oct 01, 2009 4:20 am

i've not had any major problems with it, some games i see players jumping all over the place tho so there hard to hit :P
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Allison C
 
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Post » Thu Oct 01, 2009 4:26 am

I feel your pain Exalted, I've been sounding like a parrot pasting my quote everywhere but this is what I believe is causing the current problem.


From my experience with Crysis 2 so far, with both demos and retail version is that a lot of questionable decisions went into the multiplayer concerning hit detection in the current retail version. Without a shadow of doubt in my mind, I believe the #1 problem with the retail game as of right now concerning multiplayer is the control input concerning aiming. This one thing has a domino effect on all the other negative areas of the retail version as of right now. It causes automatic weapons in the assault rifle and smg class to feel overpowered, makes the maximum armor practicality feel a ? as effective as it was in the demos, and makes sprayin& prayin the law of the land in the game. In the demo, if a player had Precise and Consistent aiming, he could turn the tide in a shootout consistently no matter if the other player got a drop on him. Right now, the hit detection to do that consistently and effectively has been thrown out the window for that to occur. The reason that can't occur is because 1 thing that I believe has be increased to a degree significantly that a lot of online gamers hate to say that they don't need or want is....................reticule magnetism.

Reticule magnetism isn’t evil per say because no matter how good you are it is needed in a console games. If implemented correctly with other mechanics of the game correctly, such as hitboxes, damage output and most importantly player input, it’ll turn the retail game back into a version where consistent player input is the most influential factor and not I see you first spray my gun in that general direction and keep my fingers crossed. Since more reticule magnetism is needed, damage output cannot be very high or else it’s all about I see your first die gameplay.(Which is extremely detrimental towards Crysis because a player can turn invisible with the press of a button) In my opinion, Crytek nailed it in the 2nd demo. If I died in the demo I wasn’t upset, I see that person killcam showed that player was consistent enough with their aiming to kill me, the killcams for the retail version tend to show the opposite the majority of the time. I seen on at least half my deaths the the player is swiveling a Thompson gun back and forth like he’s a Chicago gangster in 1920’s during a police raid.

It seems that changes in the aiming concerning, ADS( Aiming Down Sites) was changed from the demo. What I interpret so far from the ADS is that static as soon as you press it down without any magnetism. On paper it sound great but the aiming controls in the game need some fine tuning because you can’t have precision for accurate decisive shots. Add on top of that complex terrain, quick movement speed, superhuman jumping capabilities and the ability to cloak/armor and you have a recipe for general spraying around the area. I believe fully since they decreased the reticule magnetism, they in turn increased bullet damage which all bring this coming around to a full circle. Stronger damage dealt to deal with the inconsistent aiming issues= quicker deaths, automatic weapons feel overpowering, strafing fare less effective, maximum armor effectiveness drops severely, single shot & burst weapons feel underwhelming, this is turns the game from decisive aiming into a game where the player who shoots the most bullets in that general direction wins.

This of course is what I believe to be true, I could be wrong and I am sure I could be wrong in some aspects but I’d like to hear other opinions on the matter concerning aiming and what you interpret from it. 2nd demo aiming/hit detection felt perfect because when I made a mistake during my aiming, I knew it so I could make the adjustments next time .I thoroughly enjoy the game and plan to keep playing it but this the #1 item on my list to fix because during the demo, lag rarely meant anything towards my performance. My ability to consistently aim overcame that so that’s the most important factor to me.


i love you. this sounds like an extremely accurate theory.
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Chantelle Walker
 
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Post » Thu Oct 01, 2009 4:07 am

The guy probably had the Killstreak "Maximum Nanosuit" which gives you unlimited energy in armour mode and doesnt have the slowing effect of armour mode, Infact im almost certain he has it due to the flashing of his armour in the video.

Also you should note that this game has a Death Streak Ability called deflection which as the name suggests deflects bullets which could be the case here, its a shame you didnt capture the kill cam so we could see if deflection was active or not.

What connection bar were you playing on? because lag wont affect it that much if he didnt strafe a foot but latency will affect it a hell of alot I.E he would be half a second ahead of you on a bad connection which in game time is alot.

I think most of you have over reacted about the inconsistencies, yes they were present in the demo but thatwas due to coding, the full game is flawless for me and I only ever play on Green Bar connections, not due to Lag but due to Latency.
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Devils Cheek
 
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Post » Thu Oct 01, 2009 4:55 am

not due to Lag but due to Latency.

...
...
...
...
Is it safe to say that your technical knowledge is... non existent?
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Stefanny Cardona
 
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Post » Thu Oct 01, 2009 12:07 am

I don't know how you did it, but you managed to pull it off. I really, truly didn't think it was even possible, but you did it. Hit detection is WORSE THAN THE DEMO.

If I fire 55 bullets toward someone running directly toward me, IN A STRAIGHT LINE, how the hell does he not die? If I pump half a clip into someone who's STANDING STILL, shouldn't he keel over? I've been playing shooters most of my life. I'm a level 50 Halo player, prestiged multiple times in CoD, and have a SPM of over 370 in Bad Company 2. I'm pretty damn sure I can aim. I can tell when I'm missing, and I can tell when my bullets just aren't doing damage. You don't get good at shooters by making excuses when you miss.

IMAD? Yes. I'm mad. I'm mad that I paid $60 for a SHOOTER that had two betas and still doesn't have GUNS that work.

Oh, and if you still don't believe me, here's some proof in glorious 720p.
http://www.youtube.com/watch?v=hE4LHXKL7J0


One: your skill/levels in the games you listed mean nothing. Progression in those games relies solely on time played. Yes if you have skill you will level up faster, but you'll level up eventually even if you're the worst shot in the world. Two: armor. Perhaps the person you're shooting has armor on and a full energy bar. You can take a hell of a lot of damage with a full energy bar and armor activated. I've been lit up with armor on and lived through it only to kill the opponent. The difference maker was my full energy bar. Three: It's called lag, bro. If you play all the shooters you listed you should be familiar with it. Even though you think you're on target on your end, the person you're shooting is no longer in the same spot. You don't have to go and make a video presentation and break down the numbers for us.
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luis dejesus
 
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Post » Wed Sep 30, 2009 3:14 pm

@T4S KR4KKEN:
Death cam didn't show any evidence of nanosuit enhancements.

I was only missing one bar. For the amount he was moving (almost not at all), it shouldn't have been an issue.

@YoMomsPooC
One: The only game that's true for is CoD. Couldn't be farther from the truth for Halo 3 or BC2. You can (very) easily rank down in Halo 3. BC2 is score per minute. That's how fast you're earning points. For reference, an average player should expect around 200. 370 is almost unheard of.
Two: I addressed the issue of armor in the video. In the first 5 seconds, in fact.
Three: As written above, I was only missing a single bar. For a near-stationary target, lag isn't a factor.
Four: Please don't write about things you don't understand. Especially if you don't even bother to look at all the information provided in the first post.
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Add Me
 
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Post » Thu Oct 01, 2009 4:50 am

I bet Crytek UK are **** themselves right now. I hope they are, I Hope they get fired, they just looked at Call of Duty and went Hmmm....


I don't mind the fact that they copied a well proven system but the fact that they copied it badly? don't know man..
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Katharine Newton
 
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Post » Wed Sep 30, 2009 4:30 pm

The guy probably had the Killstreak "Maximum Nanosuit" which gives you unlimited energy in armour mode and doesnt have the slowing effect of armour mode, Infact im almost certain he has it due to the flashing of his armour in the video.

Also you should note that this game has a Death Streak Ability called deflection which as the name suggests deflects bullets which could be the case here, its a shame you didnt capture the kill cam so we could see if deflection was active or not.

What connection bar were you playing on? because lag wont affect it that much if he didnt strafe a foot but latency will affect it a hell of alot I.E he would be half a second ahead of you on a bad connection which in game time is alot.

I think most of you have over reacted about the inconsistencies, yes they were present in the demo but thatwas due to coding, the full game is flawless for me and I only ever play on Green Bar connections, not due to Lag but due to Latency.

You dont have maximum suit on that map, you have the ceph gunship.

He didn't have the deflection death streak because bullets hit the target yet no bullets "richoche'd" off the target.

3. You're talking crap.

4. You're talking crap.

PS. Why are you defending Crytek UK? Do you work there or something?

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Wanda Maximoff
 
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Post » Wed Sep 30, 2009 9:27 pm

"Lag? The guy didn't move more than a foot."

You immediately lose whatever argument you're having for such a stupid and ignorant statement.
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Marie Maillos
 
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Post » Thu Oct 01, 2009 4:34 am

Not that I disagree that there are hit detection problems, but moving while firing doesn't guarantee that every bullet is firing right down the sight... The best video we could have is someone crouched, not moving, and ADS with the same result of this video.
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Timara White
 
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Post » Wed Sep 30, 2009 2:27 pm

OP has it nailed. The game has issues and doesn't look to have much of life span which too bad. (Look at the leaderboards and note the low number of players and consider the lower half looks to have quit playing allready) I enjoy it when I'm in a room that has consistent connection ping with all players in the room. The p2p match making system svcks major ass! You'll be in a room that runs smooth. No one leaves, and the damn p2p assigns a different host the next round and **** it all up. Regardless if this is lag or just the game it highlights a problem that seems very persistent in the MP.
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Sophh
 
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Post » Thu Oct 01, 2009 6:38 am

"Lag? The guy didn't move more than a foot."

You immediately lose whatever argument you're having for such a stupid and ignorant statement.
So then how does lag work? Does it make bullet paths curve for no apparent reason? lol

Here's how lag would affect hit detection:
You're looking at a guy. He's moving. On your screen, he's slightly behind where he is for the host because your connection is slightly behind the host. That means when you aim at where he is on your screen, you're aiming behind where he is for the host. The host sees you as shooting behind him, so your bullets miss and your "hit detection" is bad. The entire basis of this situation is movement. If there's no movement, the hit detection can't be due to lag.

The only other case is if the lag was so bad I died before the 8th bullet was fired. Based off the clip, there would have been >800ms lag for that to happen. That would be almost unplayable. Running around the map without walking into everything would be bad enough, let alone shooting.
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Kay O'Hara
 
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Post » Wed Sep 30, 2009 8:20 pm

Bad Host.
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Karl harris
 
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Post » Wed Sep 30, 2009 6:29 pm

I bet Epic Games came in and gave Crytek UK advice on P2P games.
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Maya Maya
 
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Post » Wed Sep 30, 2009 6:18 pm

Bad Host.
There shouldn't be a bad host in the first place. Games should be chosen locally and the best host should be chosen, everyone should have 3 bars if not 4. This is obviously a game that is far from the status quo.
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Code Affinity
 
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Post » Wed Sep 30, 2009 9:19 pm

Guys listen, I'm not lieing, call me crazy but.

I SAW TWO PEOPLE IN A GAME WITH 4 BARS I'M NOT TRIPPING I TOOK MY MEDS TODAY TWO GUYS WITH 4 BARS MUST HAVE BEEN A DOUBLE HOST!!
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Add Me
 
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Post » Wed Sep 30, 2009 8:48 pm

I don't know how you did it, but you managed to pull it off. I really, truly didn't think it was even possible, but you did it. Hit detection is WORSE THAN THE DEMO.

If I fire 55 bullets toward someone running directly toward me, IN A STRAIGHT LINE, how the hell does he not die? If I pump half a clip into someone who's STANDING STILL, shouldn't he keel over? I've been playing shooters most of my life. I'm a level 50 Halo player, prestiged multiple times in CoD, and have a SPM of over 370 in Bad Company 2. I'm pretty damn sure I can aim. I can tell when I'm missing, and I can tell when my bullets just aren't doing damage. You don't get good at shooters by making excuses when you miss.

IMAD? Yes. I'm mad. I'm mad that I paid $60 for a SHOOTER that had two betas and still doesn't have GUNS that work.

Oh, and if you still don't believe me, here's some proof in glorious 720p.
http://www.youtube.com/watch?v=hE4LHXKL7J0


EDIT: In the video, I was missing only 1 connection bar. Against someone who's almost standing still, lag doesn't even enter the equation.


This guy is retarded. Aiming for the chest in close fight is retarded. Aim for the head. I guarantee you he lost the fight because of his aiming. People always want to blame the game when they shot were off target. The guy in this video shot you in the head while you were shooting all over the place. Learn how to aim and stop whining about how you got owned in the video.
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Jessica Phoenix
 
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Post » Wed Sep 30, 2009 6:17 pm


This guy is retarded. Aiming for the chest in close fight is retarded. Aim for the head. I guarantee you he lost the fight because of his aiming. People always want to blame the game when they shot were off target. The guy in this video shot you in the head while you were shooting all over the place. Learn how to aim and stop whining about how you got owned in the video.

no he is not the game is unplayable at times.. i shot a guy like with an entire clip yet he just either turns to kill me or melee's me, this game is another joke like all the other games
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Amy Masters
 
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Post » Wed Sep 30, 2009 11:42 pm

I have the same problem in damn near every game. This game has the potential to be just as good as cod but it needs a major face lift first.
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marina
 
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