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Desync issues when hitting non-lethal shots on players
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Description

The title pretty much says it:

If the shot is lethal the feedback is pretty instant. However if the guy you shot only gets some blood and shock damage he can run for quite a while until he drops unconscious. I think the server has problems making the proper calculations with blood loss and shock damage. Therefore: Desync happens. The player on the damage receiving end has even time to shoot back even if his shock levels would indicate that he should be unconscious.

Headshots (if lethal) drop players instantly. There is no desync to be experienced.

Details

Legacy ID
601067392
Severity
None
Resolution
Open
Reproducibility
Always
Category
Performance
Steps To Reproduce

1.) Shoot a running player in the head (could be difficult). He should drop dead instantly.

2.) Shoot a runnning player in the body with a lower calibre and high frequeny weapon like the sporter and you will find a lot of desync.

Additional Information

Just some general guessing: Of course I don't know a lot about the message synchronisation process in DayZ. However it seems obvious that the server checks for every shot if it is lethal or not. If not he makes the proper calculations for blood, shock and health levels and distributes them across the involved players. There must be a problem after the "if (lethal)" statement.

Event Timeline

nabbl edited Steps To Reproduce. (Show Details)Nov 30 2015, 11:55 PM
nabbl edited Additional Information. (Show Details)
nabbl set Category to Performance.
nabbl set Reproducibility to Always.
nabbl set Severity to None.
nabbl set Resolution to Open.
nabbl set Legacy ID to 601067392.May 9 2016, 12:09 AM

It's tough to tell because desync is definitely an issue, especially in close quarters combat. If you trade kills with someone but on your screen you never see them raise their gun and fire, then that's clearly desync, IMO.

However, if everything seems smooth except for the fact that the player doesn't immediately drop, then maybe they are trying to simulate adrenaline keeping a critically-wounded individual on their feet a few extra seconds? That would be kind of cool, but I don't know if that mechanic is actually in the game.