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SyKotic

You keep using that word,

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But I don't think it means what you think it means.  Rubberbanding.  That term has been thrown around a lot lately, but I haven't experienced it at all.  Rubberbanding is when the game goes slow-mo or freezes, then speeds up really fast executing every input you made while it was slow/frozen before returning to normal. Hasn't happened to me one bit.  When rubberbanding teleports you, its usually forward, a super sped up execution of your inputs. What HAS happened to me, and what most people are saying is happening to them,  is i'll be moving along and then suddenly teleported BACK to where I was at an earlier point, most often when exiting a building and sprinting.  Build up a head of steam then suddenly back inside the room, not facing the door, but facing whatever direction I was running in.  This is something the devs put in."Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position"  Quoted directly from the last dayz tumblr weekly update that is still up on dayzgame.com's home page. Basically the complete opposite of rubberbanding (your client overriding the server), the server is overriding your client.

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But I don't think it means what you think it means.  Rubberbanding.  That term has been thrown around a lot lately, but I haven't experienced it at all.  Rubberbanding is when the game goes slow-mo or freezes, then speeds up really fast executing every input you made while it was slow/frozen before returning to normal. Hasn't happened to me one bit.  When rubberbanding teleports you, its usually forward, a super sped up execution of your inputs. What HAS happened to me, and what most people are saying is happening to them,  is i'll be moving along and then suddenly teleported BACK to where I was at an earlier point, most often when exiting a building and sprinting.  Build up a head of steam then suddenly back inside the room, not facing the door, but facing whatever direction I was running in.  This is something the devs put in."Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position"  Quoted directly from the last dayz tumblr weekly update that is still up on dayzgame.com's home page. Basically the complete opposite of rubberbanding (your client overriding the server), the server is overriding your client.

Shut up, rubber banding is so much easier.

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Call it whatever you want to call it, a noticeable dissonance between the server and client is detrimental either way. One person or the other isn't seeing what's supposed to be happening.

 

The workaround makes sense. But they need to take steps to make sure that desync doesn't occur in the first place (which I assume they're doing). And yes, I recognize that some desync is natural given the latency between connections. However, if the current crop of multiplayer games is any example, there's always room for improvement.

Edited by Katana67

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I hate to inform you, but it is you that doesn't understand the term rubber banding. Rubber banding is exactly what you just described. Where your screen shows you way ahead, then the server kicks in and says "hold it, you aren't where you should be" and you "rubber band" back to the last place the server knew you to be.

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But I don't think it means what you think it means.  Rubberbanding.  That term has been thrown around a lot lately, but I haven't experienced it at all.  Rubberbanding is when the game goes slow-mo or freezes, then speeds up really fast executing every input you made while it was slow/frozen before returning to normal. Hasn't happened to me one bit.  When rubberbanding teleports you, its usually forward, a super sped up execution of your inputs. What HAS happened to me, and what most people are saying is happening to them,  is i'll be moving along and then suddenly teleported BACK to where I was at an earlier point, most often when exiting a building and sprinting.  Build up a head of steam then suddenly back inside the room, not facing the door, but facing whatever direction I was running in.  This is something the devs put in."Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position"  Quoted directly from the last dayz tumblr weekly update that is still up on dayzgame.com's home page. Basically the complete opposite of rubberbanding (your client overriding the server), the server is overriding your client.

 

You pretty much stated rubber banding is happening in this. I don't see whats wrong with that. The largely used use of the word is exactly that. Normally sprinting and then teleporting back consistently, like stratching a rubber band. You make slow progress in a direction. Get over it?

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I thought rubber banding was when your character keeps getting teleported to previous delayed locations (doesn't have to be far, still annoying even if it's just 1 meter

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Well, the server needs to stop overriding my client and teleporting my character back up 2nd floor hospitals beside the staircase, I don't want to fly out of the balcony.

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