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Yuval

Rubberbanding in DayZ

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Ever since I remember myself ArmA, there was rubberbanding where you'll see other players clip through walls, slowly move to their actual location once they stop moving and just a very bad rubberbanding.

I understand this isn't a top priority as it is generally not a very important bug as we have been playing with it for years now. Question is, would there be attempts to actually drastically minimize rubberbanding (perhaps in late BETA stages). ArmA 3 still has radical rubberbanding and it especially comes into play in CQC gameplay which is annoying yet adaptable.

Hopefully development will allow to fix the problem.

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I haven't been having many rubberbanding issues as of late. Make sure you're connecting to servers where you get a good ping, and hope others do the same. Other than that, I really couldn't tell ya what to do.

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Oh boy the amount of times I spotted people sneaking up on me only because I've seen there body clipping through a small wall is huge.

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Not only that, but you can shoot those people.  Especially in arma as mentioned, guys going up towers and warping through the walls and just plinking them off.  Really shitty for everyone.

 

Hicks has talked a lot about desync and all that in the last few months, so hopefully some improvements get made.  I don't think they'll ever really be rid of it though.

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Imagine a bug free arma... but seriously.. how and why have these bohemia(s)  get away with releasing bug filled games for so long ? It's quite bizzare and it really is startling because they get away with it so easily

Edited by liquidcactus

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Imagine a bug free arma... but seriously.. how and why have these bohemia(s)  get away with releasing bug filled games for so long ? It's quite bizzare and it really is startling because they get away with it so easily

 

Because even with the bugs. their games are amazing. If you like i'll list any number of games from other publishers released full of irritating bugs. To make out it's only a few production companies is a bit short sighted.

 

Here i'll start you off just off the top of my head :

 

Assassins Creed Unity

Skyrim

Fallout New Vegas

Battlefield 4

Diablo 3

GTA V

Batman Arkham Night

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Because even with the bugs. their games are amazing. If you like i'll list any number of games from other publishers released full of irritating bugs. To make out it's only a few production companies is a bit short sighted.

 

Here i'll start you off just off the top of my head :

 

Assassins Creed Unity

Skyrim

Fallout New Vegas

Battlefield 4

Diablo 3

GTA V

Batman Arkham Night

3+ years after release they tend to be fixed though...

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3+ years after release they tend to be fixed though...

 

You realize the SA isn't released yet right?

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Arma and DayZ are not a traditional fps like counter-strike or battlefield, it's so much more about the experience and the stories you make for yourself. These things outweights the somewhat annoying technical issues these games have. Due to the technical nature of a game like DayZ, its for instance never going to have server tick rate even close to a game like counter-strike at 64/128 more likely for DayZ is probably sub 10. Ofcourse server preformance is about more than tick rate, but I hope it's going to be get better as we reach 1.0 and beyond.

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Because even with the bugs. their games are amazing. If you like i'll list any number of games from other publishers released full of irritating bugs. To make out it's only a few production companies is a bit short sighted.

 

 

I dont care what you say, Ive been gaming for 25 years and arma has had the worst bugs of any of those games you mention :lol: ... how about the significant problem of the lighting going through walls and not obeying objects.. still the same in arma 3 ??

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ArmA does have the worst bugs, and I thought I'd see anything worse than Battlefield's netcode hehe. Anyway these bugs are something we could handle... I remember me and my friends going on "solo" ArmA 3 Battle Royale camping on the tower at the Mike Station in Stratis. Haha, we straight shot people through the walls because they were glitching..

 

Anyway if you keep your distance from walls and fences you should be somewhat okay. But it is still a very annoying bug..

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 ArmA 3 still has radical rubberbanding and it especially comes into play in CQC gameplay which is annoying yet adaptable.

Hopefully development will allow to fix the problem.

I play ArmA3 MP a lot (over 1300 hrs) often on US servers, the rubberbanding is always related to players dropping connection quality and is very rare that the game is the cause.

 

Take KOTH for example, you will notice that as the mission develops (1hr / 90 mins of play) the accumulated data / stats will drag down the reaction time for info($&xp) to update when you destroy a vehicle will take longer, the vehicle itself will destruct on time without any lag or desync, the latest version of KOTH (9+) has even better results concerning this problem.

The issue is player connection and / or mission structure, not the net code.

The improvement of the net code over the last year or so by the BI A3 team is excellent, I can CQC and successfully pilot my Little Bird without any desync or rubber banding even though I may be playing on a 90+ player server with a ping exceeding 120/140ms, something that was not possible in ArmA2 or the earlier builds of ArmAIII.

 

Have a little faith, I'm certain that desync and such will be resolved to a great extent as DayZ development progresses.

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I play ArmA3 MP a lot (over 1300 hrs) often on US servers, the rubberbanding is always related to players dropping connection quality and is very rare that the game is the cause.

Take KOTH for example, you will notice that as the mission develops (1hr / 90 mins of play) the accumulated data / stats will drag down the reaction time for info($&xp) to update when you destroy a vehicle will take longer, the vehicle itself will destruct on time without any lag or desync, the latest version of KOTH (9+) has even better results concerning this problem.

The issue is player connection and / or mission structure, not the net code.

The improvement of the net code over the last year or so by the BI A3 team is excellent, I can CQC and successfully pilot my Little Bird without any desync or rubber banding even though I may be playing on a 90+ player server with a ping exceeding 120/140ms, something that was not possible in ArmA2 or the earlier builds of ArmAIII.

Have a little faith, I'm certain that desync and such will be resolved to a great extent as DayZ development progresses.

In terms of how dynamic entities move on other PCs, glitching and clipping through walls still exists in ArmA. Don't get me wrong, ArmA is a great game but these bugs do exist and they are a main problem for CQC combat where you and an enemy are parted by a simple wall.

I know that since the Enfusion engine is getting into play here, a big potential can be used in BETA stages.

I have a lot of faith in ArmA games. But when it comes to rubberbanding.. ArmA and DayZ are kinda lacking.. I think we can agree on that.

Edited by StanleyWasHappy

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I know there is rubberbanding, I think that is because Arma games use a different model to calculate player position than most games. I wonder if their military sims lag, too. Would be fun if there was a military exercise with massive lag. But they are problably just using LAN. It's annoying, but the only way to kinda get around is to play on mid population servers with a good ping. It also helps if all that play have decent bandwidth in their connection. One guy from China joins with a 600 ping and can screw up the game for everyone playing in Europe. 

 

Who doesn't remember his first time in Arma as a passenger in a helicopter, jumping out, before it crashes into the ground...when in reality it was just merrily flying on :P

Edited by S3V3N

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for me rubberbanding has been reduced to nearly not happening for both, arma3 and dayz. if the clients connection is shit the best netcode cant negate that. For excample a friend of mine has to play over a mobile connection  - he rubberbands a lot for others and others rubberband for him. but except for that the rest of our group isnt affected.

 

regarding dayz and clipping its been said that the new player controller will be the way to fix a lot - lets see.

 

greets

Edited by edwin3

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Yeah, but the affect can be lowered. Take one of your friends and tell him to run towards a fence without vaulting. He will pass the fence in your screen and go back after a second. Not only this second affects gameplay but damage given to the glitched body will damage the player. This means that if you run for cover in a gunfight, your body will stick out and take damage for an additional second after you've set yourself behind a wall.

In long distances, where objects are rendered in a minimalistic way, I've found this affect to be far more drastic, I remember I sat down with a Winchester and a hunting scope at the west hill from Berezino looking towards the town. Whoever stopped or went prone by walls was sticking out. I spotted people I shouldn't have spotted.

Edited by StanleyWasHappy

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I play ArmA3 MP a lot (over 1300 hrs) often on US servers, the rubberbanding is always related to players dropping connection quality and is very rare that the game is the cause.

 

Take KOTH for example, you will notice that as the mission develops (1hr / 90 mins of play) the accumulated data / stats will drag down the reaction time for info($&xp) to update when you destroy a vehicle will take longer, the vehicle itself will destruct on time without any lag or desync, the latest version of KOTH (9+) has even better results concerning this problem.

The issue is player connection and / or mission structure, not the net code.

The improvement of the net code over the last year or so by the BI A3 team is excellent, I can CQC and successfully pilot my Little Bird without any desync or rubber banding even though I may be playing on a 90+ player server with a ping exceeding 120/140ms, something that was not possible in ArmA2 or the earlier builds of ArmAIII.

 

Have a little faith, I'm certain that desync and such will be resolved to a great extent as DayZ development progresses.

 

You can't just blame it on player connection, because that should be taken into account when designing their game.  I can't think of any other multiplayer FPS I've played where characters fully clip through structures just because they are lagging.

 

As others have said it's the way arma is designed and how it calculates player position.  This is also why intentional/unintentional wall clipping is possible.  My character shouldn't continue to move when I lag out, and definitely shouldn't continue to move ignoring all obstacles.  I think anyone who's played enough has had situations where you end up inside a building because your character continued to run after you DCed.

 

That shouldn't happen, that's shitty design.  Some one in the status report thread said other games handle it by freezing the client screen when you lag.  I don't know enough about the technical aspects as to what the proper solution is, but I haven't played any other games with this problem.

 

So no, you can't just say it's a problem of player connection like it's people's fault they are going to have high pings.  That's as bad as Red Orchestra 2's server browser crashing some routers when it launched and them saying "well you should have a better router."  Absurd.

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You can't just blame it on player connection, because that should be taken into account when designing their game.  I can't think of any other multiplayer FPS I've played where characters fully clip through structures just because they are lagging.

 

As others have said it's the way arma is designed and how it calculates player position.  This is also why intentional/unintentional wall clipping is possible.  My character shouldn't continue to move when I lag out, and definitely shouldn't continue to move ignoring all obstacles.  I think anyone who's played enough has had situations where you end up inside a building because your character continued to run after you DCed.

 

That shouldn't happen, that's shitty design.  Some one in the status report thread said other games handle it by freezing the client screen when you lag.  I don't know enough about the technical aspects as to what the proper solution is, but I haven't played any other games with this problem.

 

So no, you can't just say it's a problem of player connection like it's people's fault they are going to have high pings.  That's as bad as Red Orchestra 2's server browser crashing some routers when it launched and them saying "well you should have a better router."  Absurd.

 

Exactly. The engine should have control of entities in the world, regardless if it's a player entity and the client itself is not responding to the server. The game should force its laws of physics on the entity and on the player incase it needs to.

 

It should also freeze the player once the server doesn't respond back to him after a few seconds, so when someone is offline - he won't be instantly frozen in HIS screen because internet connection sometimes might not be the most stable connection in the world BUT there shouldn't be a lot of time for the player to roam his environment so advantage in tactical situations won't be a problem.

 

It sounds hard to do but I don't think it is that hard to implement considering this is one serious bug.

Edited by StanleyWasHappy

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Imagine a bug free arma... but seriously.. how and why have these bohemia(s)  get away with releasing bug filled games for so long ? It's quite bizzare and it really is startling because they get away with it so easily

 

Lol rubber banding is down to Internet connections and will never ever be fully removed from any online game, the best most game devs can do is lower the chances of it happening.

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Rubberbanding is definitely taken into account in relation to development once it's spotted as a global issue. Experimental builds have been postponed from being released on Stable branch many times before due to rubberbanding showing up during testing for example. Right now though, that doesn't seem to be the case.

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Rubberbanding is definitely taken into account in relation to development once it's spotted as a global issue. Experimental builds have been postponed from being released on Stable branch many times before due to rubberbanding showing up during testing for example. Right now though, that doesn't seem to be the case.

The question is, will the wall glitching actually stop at some point in the development?

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Lol rubber banding is down to Internet connections and will never ever be fully removed from any online game, the best most game devs can do is lower the chances of it happening.

yes, no shit.. I'm drawing on the fact of the infinite bugs that riddled the arma serious for x amount of years

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