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Netcode animations & actions
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Description

I really don't know how you guys have programmed your game but this look completly wrong. Half-Life or Quake were made more than 10 years ago and are still better. Let me explain :

  • I click key "1" to get my gun or any other items, nothing happens. I click second time, maybe third time and then after some second it appears.
  • I go to my inventory, right click an item, have the "retrieving info" message sometimes for 30sec before the contextual menu appears.
  • I click "eat all" on a canned food, it takes sometimes more than 5second before the animation starts.
  • I want to move an item from my inventory to another slot, sometimes it never moves. Or it moves some minutes after.
  • I click to open a door, it sometimes takes a few seconds before it opens.

So it looks like all the player animations/actions are dependend of the server response which looks completly overloaded.
It appears on full or empty servers.

I don't know but this makes the game completly "amateur". How comes I could play Half-Life or Quake with a 28k modem and a pentium I on 90' hardware servers and I cannot play correctly a 2014 game with 20x time better hardware/network bandwidth ?

Details

Legacy ID
747673925
Severity
None
Resolution
Open
Reproducibility
Always
Category
Multiplayer
Steps To Reproduce

Go play on any servers

Event Timeline

txR edited Steps To Reproduce. (Show Details)Jun 10 2014, 1:44 AM
txR set Category to Multiplayer.
txR set Reproducibility to Always.
txR set Severity to None.
txR set Resolution to Open.
txR set Legacy ID to 747673925.May 8 2016, 6:31 PM

Its because of the game engine. Quake and Half-Life is a FPS game and they need a good netcode, but they lack the graphical details because they focused more on the game engine netcode. On the other hand Real Virtuality 3 is an engine that is very difficult to work with, and same as Cryengine and Frostbite engine lack the good netcode but they have breathtaking visuals. Especially Frostbite has a huge netcode issue because of the dynamic destruction and things like that. So give the developers more time, oh and BTW its not just the engine too, it can be the servers too. Hopefully im not wrong, but the current servers are 32 tick and they are changing to 64 tick in the following big patches so the time to start and finish is greatly reduced for the animations and movment ect. thus the gun play will be smoother and overall performance of the game. Its Alpha, many people dont understand this, that the game isnt even close to being finished, we have been warned that the game isnt finished and there are bugs. Thats why they have this feedback site so the devs can hear the community on all the bugs that we find. When the first review of the game came on gamespot, ive been looking through the comments, and ive seen a lot of hateful comments about the game, like shitty zombie pathfinding, poor performance, random deaths and agrovating bugs, ect. and only a handful of people understood that the game is not done. Sorry for the long reply. :P

I cannot agree nor deny what txR says. Yes it's an alpha, yes there are bugs and other things ruining game because it's far away from its finish. We all know that and we also know we are the alphatester/crashtester.
But I kinda feel the same way. I never play the mod but it was more stable with a lot more features than the standalone in videos I saw.
I also remember video of Kortal mod, a standalone much more complete and made by a modder (gently asked from bohemia to shut down his server).
Now I see video of DayZ for Arma III, with reel zombies behavior despite the fact it's very buggy.
I love DayZ but I just have one question : is the dev team cursed to be always in second position, far away behind regular modders who often work in solo?

We will never know why is it taking so much time for devs to keep "fixing" this game, and adding new features. But i agree with you, the mod has so much features, but you keep forgetting that the mod is far more online than the standalone, and a lot of the devs are not from Bohemia Interactive,and that its using an "improved" engine. I think they are trying to fix the netcode of the engine and zombie pathfinding and those things. Also Arma never had zombies in the game, its not even meant for them, thats why they are so bugged, and hard to develop. They come from the mod and i hope they are trying their best to fix them, and the AI isnt in the game that is even close to being similar for zombies. Arma is a military simulator not a game where they had resources to make the zombies great and the ingame loot system.

So, you're telling me that the mod was better because it was made by outsiders of Bohemia and using an improved engine that Bohemia can't/don't use? I think zombies are the most simple think to create : no IA, just condition to see player or loose them and avoid walls, all of that with a little more than 2 animations. Far away for a soldier with tactics to defend against a player.
Can I just have your mind on the zombie of arma III Dayz?
https://www.youtube.com/watch?v=Zm7a176IS8s
They are made by modders I think... and I also think it's legit to want something at least as good as those in a game made by professionals.

Yes they are simple but the zombies are a problem because of their collision on objects, there is no, or limited objects can stop them. Also their pathfinding is like eagle vision, they can see me from 150m away in the standalone. You think that making that kind of AI is simple, and they have big plans for zombies later on, but it is hard to make something somewhere that isnt designed to make it. As far as the zombies in Arma III mod i dont know, i havent played Arma III mod, and ive seen all of the Frankies videos. Im just saying my experience on zombies in Arma II and Standalone.
And the mod is currently better than the standalone, just beacuse it has more features than the standalone, when the full game releases i can assure you that most of the problems will be fixed that they had in the mod and it will be a lot smoother gameplay.

That's only what I hope.
I don't think making a game is easy. It's not. But when you see regular peoples modding better than professionals creating game, you wondering somehow.
And for the eagle eye, there is an explanation : regular zombies, the ones that spawn at restart can see and ear you at 100m and they have 80° vision angle. The ones that respawn after being killed, cannot ear you anymore but can see you at more than 400m. They are deaf, you can literally dance samba behind them, but not blind at all, even if shooting at them seems to wake them up a little ;)

Well i found out that the devs are working on a new engine for Dayz called Infusion. Maybe thats why the process of the game was slow.

http://www.dayztv.com/news/2014/06/dayz-e3-2014-moving-new-engine-called-infusion/

Read the whole article, there is a lot of information from Rocket, especially the new architecture and the AI pathfinding, along with new animations.