*nerf
@N0DEZER0
I am curious as to how similar 5’s current ranking system is in comparison to 4’s, and if there is any variation, why?
Correct me if I’m wrong but one element of lag compensation is to predict the better pinged players movement on the higher pinged players client (to smooth out the movement so other players are not stuttering everywhere on the higher ping players screen, client side prediction sometimes called). Simple example is if you disconnect from the server before you are kicked you see the other players continue to run forward/eventually running into walls. It would seem the higher pinged player would not have a disadvantage when you are running at them, the only time I would see the lower ping having advantages is quick movements around cover and shooting immediately because the client side prediction would not be able to predict this movement as easy which maybe what you were saying but I disagree that when pushing the lower ping always has the advantage.
Thanks
Streaming Netflix though? Lol that’s one poor connection of theirs. Guess I take for granted that I have Gigabit.
He’s already answered it.
Hi Ryan, thanks for the response however that isn’t really an accurate description of what’s happening. I’ll activate the living legend and, as an example, for maybe 20 seconds take zero damage and not receive any stim or alternatively take damage and get downed and then when I get revived immediately receive stim (or not in some cases).
My understanding of the card is that the moment I activate the living legend I will be receiving x amount of stim per second until it deactivates. This isn’t happening for myself or a number of other players (see links at the bottom of this post) and the general view of BOB on these forums is that the card is glitched/broken/unreliable.
BOB is an important card for an important character so it’s frustrating that it’s unable to provide a constant supply of stim in the same way that Del’s legendary card does via repairs. If you’re adamant that it is working as intended then I would ask that you consider changing the way it currently functions so that it’s more in line with the card description (this would also go a long way to helping make Marcus a viable option in Horde on the higher difficulty settings).
We talking acid in the machine like mission impossible?
Depends on how low. You have a ping of 15 or lower you are gonna have the advantage .
I noticed pings over over 80 also have an advantage of sponging.
Just an observation: I feel like part of the problem is that a lot of players dont see ranking as a progression at all, though; they expect to be immediately placed with their peers and when they are put in bronze or silver, it feels like a slap in the face. Couple that with wild points swings as the system recalibrated and you end up with a lot of frustrated players.
I try not to care about my rank too much as I consider myself a mediocre player at best, but I am curious now that you’ve explained this a bit further. I placed Silver 2 in TDM—does this mean that I am expected to eventually improve my skill and thus my rank, or would my rank increase to where the system expects me to place anyway? Put another way, could the system have evaluated me to be a gold player and artificially depressed my rank to manufacture a sense of progression?
I’ll be honest. I was a bit cynical when I saw you made this thread to answer our questions. I thought you’d be on the forums for a day and peace out until Gears 6. I was wrong. You’ve been consistently communicating and answering the questions posed to you on this thread. Kudos to you. Thank you for taking the time to respond to us and understand our frustrations.
I know it’s probably been answered extensively here but I do have two questions:
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I submitted a support ticket almost five weeks ago and have not heard anything back since my initial submission. What should be the expected ETA for support responses (as outside of Twitter that seems to be the only way to get in contact with you).
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(this is a 3 part question). Its very disheartening as an APAC player to be looking at these forums and your Twitter feeds and daily seeing that “our matchmaking issues will be addressed in Phase 3 which you will hear more about soon”. We have been unable to access almost every multiplayer mode now for the majority of the season. I understand that server stability is a key concern (and rightly so), but there are several ToD rewards which are simply unavailable for us to achieve as we can’t find any multiplayer matches (I have photographic proof of searching for a TDM match during peak time which couldn’t find a match in 2.5 hours). So my questions are:
Is there any more light you can shed on an ETA for Phase 3?
Is there any ‘compensation’ proposed for those regions that have been unable to access these modes and have essentially been locked out of rewards for the ToD/matchmaking for the past two months?
Have you ever considered allowing a regional data centre toggle (similar to what EA does for their games) to allow players the choice to play where they want? Knowing we can play but play in a setting where our experience might not be as good as playing on home servers is better than rolling the dice and not knowing if we will get a match or not for almost 1/8th of our day…
Thanks for doing what you keep doing. Appreciate you taking the time to respond in advance.
So when you say “approximate correctness”, what exactly does that mean? When the server replays state to validate, are you saying that its weighted? If so, with what?
If a shot is sent to towards playber B at xyz and the server rewinds time to see player B was not in fact at xyz, what happens? Does the server say “well, player B was N away from xyz so therefore counts”?
I get that you arent replaying what the opponent saw, but if the server is replaying what it validated, it should only being showing hits. Each time I die, the kill cam is accurate in my position as far as what I perceived, are you certain the killcam just isnt replaying client side game world?
That’s what it appears to be doing. If not, I would expect everything to be different because latency between clients and server.
HI Ryan @N0DEZER0
Magnificent… I would truly appreciate that classic horde could be kept as part of the game… that would definitively rock Ryan !!!.
and regarding the loadouts I do understand for the time constraint it wasn’t finished. It would be awesome that the loadouts for the weapons are complete and everyone doesnt matter what class could use all weapons for horde… that would be appreciated.
Thanks Ryan for your efforts onto this game… I have to say that you are the only one from TC that truly has given the time to resolve this issues with us and really care about its customers.
I thank you and best of luck with future Gears Games… Ill be looking forward for all the changes after-mentioned.
Regards Ryan.
Daniel Zuñiga
Ok. We’ll put the classic horde officially on the backlog. I can’t commit to the timeline, but we will communicate more as we can.
You’ll have to wait and see. Sorry.
Who knows. Maybe they are in a dorm and five people are streaming. we don’t have control over the connection to the data centre. We can get the packets in and out as fast as we can, but after that, it’s the internet and people’s homes that carry it.
Hi Ryan.
Magnificent … sounds great = )
Thanks for the support on this and Ill be looking forward for any updates… Thank you again.
Daniel Zúñiga .
It’s my pleasure. For the most part, everyone has been very constructive and very respectful even though they are frustrated. I really appreciate the passion and dedication to the game.
I agree but what I’m saying is those players should not have any effect on my movement or experience. I understand they may teleport a bit but I shouldn’t start stuttering due to it. No other game has this issue even those using Azure infrastructure so hopefully you can figure it out and address it.
- ETA on Map Builder for Versus/Horde?
- will Map Builder get any outdoor tile-sets?