Plyme
New member
I've made this post already on the private feedback threads but decided to send it in bug reports as well in case more people wanted to share experiences/thoughts on this.
I live in Algeria and get around 70 to 90 ping to EU servers when i play and there's several things about how the game feels on this connection that upsets me compared to how other games feel online with some stuff being potentially match-ruining. I'm not going to pretend like I'm an expert on game networking because I'm not but i know very basic things and the feedback here reflects that.
in order of least important to most important:
1. Sinner's Sacrifice Timing delay
Since attacks are registered with a delay depending on your connection, the timing on Sinner's sacrifices jackpot can change or doesn't match the actual timing of your heavy melee, while this is a minor annoyance in most instances, if you heavy melee the final damaging stage of the Sinners and the jackpot stage appears with 6 lights already lit up, you cannot get the jackpot in that cycle depending on your connection and have to wait for the next cycle. Sinner's are something that doesn't move around and doesn't really get input from other players, In my head implementing a client side fix for this shouldn't be hard but again, I'm no expert
2. Breaking/Sliding through boxes
Breaking boxes by sliding is registered with a delay which feels awful past 70 ping as it'll stop your slide animation and momentum for a bit before rolling back to you actually having slid through with the correct momentum.
Boxes also don't really move so i can't imagine implementing a fix for this would be impossible.
3. Avoiding AOE Abilities
Needing to get out of range of walker stomp, Geist Bomb, Celeste 3 etc way early does not feel good, though i don't imagine this one can be fixed as easily, it still hurts my playing experience to have to deal with this significantly, and can very often be the cause of lost fights.
4. Secure/Deny mechanics
I first started noticing issues with this after the big November balance update which had changes to the secure deny lag calculations that claimed to "improve" it but all i've felt is just a disadvantage in actually being able to confirm my souls (i was pretty new to the game before this so maybe this problem always existed, but i digress), instances of me shooting my own soul orb, hearing the sound for it connecting, then it getting denied happen CONSTANTLY, 24/7. I wonder if this could be helped by just comparing both client side POV's a half second after the secure/deny happens (again, not an expert, but this is a major pain point in playing this game, as well as just extremely unfair)
5. Parrying melees/Puddle Punch
This one drives me completely up the wall, Parrying is registered with a delay meaning that players on higher ping just have to react faster, and players on lower ping just have better parries, shouldn't this be client side? sure it could be weird if a melee that hit on your screen suddenly jumped back a split second to being parried, but from a fairness perspective, the person who performed the parry fully deserves to actually have the parry succeed. A missed parry reaction like this can lose you a life and sometimes lose you the entire lane so i think its completely insane that players with better connections just have better parries. everything i said applies to parrying viscous puddle punch as well.
6. Overall hit registration
I'm sure this is a complex problem, but the way shooting guns in this game feels on connections above 60 ping is bad, the delay on registered hits combined with an overall poor link between shots on your screen that hit and actual damage dealt just makes me not play gun characters at all, the console shows bullet hit mismatches between client and server side and there have been many instances where i whiff shots that seem like they hit, or very clearly hit, go into the console and see bullet hit mismatches.
Other games i've played, namely something like Apex have hit registration that still feels great on very bad corrections, the movement suffers but the actual shooting feels great no matter the connection.
I really like playing this game but these issues are a source of constant frustration at best and unnecessary deaths at worst, i don't even want to play gun characters because of how poor the overall experience of shooting/hitreg actually feels right now.
I live in Algeria and get around 70 to 90 ping to EU servers when i play and there's several things about how the game feels on this connection that upsets me compared to how other games feel online with some stuff being potentially match-ruining. I'm not going to pretend like I'm an expert on game networking because I'm not but i know very basic things and the feedback here reflects that.
in order of least important to most important:
1. Sinner's Sacrifice Timing delay
Since attacks are registered with a delay depending on your connection, the timing on Sinner's sacrifices jackpot can change or doesn't match the actual timing of your heavy melee, while this is a minor annoyance in most instances, if you heavy melee the final damaging stage of the Sinners and the jackpot stage appears with 6 lights already lit up, you cannot get the jackpot in that cycle depending on your connection and have to wait for the next cycle. Sinner's are something that doesn't move around and doesn't really get input from other players, In my head implementing a client side fix for this shouldn't be hard but again, I'm no expert
2. Breaking/Sliding through boxes
Breaking boxes by sliding is registered with a delay which feels awful past 70 ping as it'll stop your slide animation and momentum for a bit before rolling back to you actually having slid through with the correct momentum.
Boxes also don't really move so i can't imagine implementing a fix for this would be impossible.
3. Avoiding AOE Abilities
Needing to get out of range of walker stomp, Geist Bomb, Celeste 3 etc way early does not feel good, though i don't imagine this one can be fixed as easily, it still hurts my playing experience to have to deal with this significantly, and can very often be the cause of lost fights.
4. Secure/Deny mechanics
I first started noticing issues with this after the big November balance update which had changes to the secure deny lag calculations that claimed to "improve" it but all i've felt is just a disadvantage in actually being able to confirm my souls (i was pretty new to the game before this so maybe this problem always existed, but i digress), instances of me shooting my own soul orb, hearing the sound for it connecting, then it getting denied happen CONSTANTLY, 24/7. I wonder if this could be helped by just comparing both client side POV's a half second after the secure/deny happens (again, not an expert, but this is a major pain point in playing this game, as well as just extremely unfair)
5. Parrying melees/Puddle Punch
This one drives me completely up the wall, Parrying is registered with a delay meaning that players on higher ping just have to react faster, and players on lower ping just have better parries, shouldn't this be client side? sure it could be weird if a melee that hit on your screen suddenly jumped back a split second to being parried, but from a fairness perspective, the person who performed the parry fully deserves to actually have the parry succeed. A missed parry reaction like this can lose you a life and sometimes lose you the entire lane so i think its completely insane that players with better connections just have better parries. everything i said applies to parrying viscous puddle punch as well.
6. Overall hit registration
I'm sure this is a complex problem, but the way shooting guns in this game feels on connections above 60 ping is bad, the delay on registered hits combined with an overall poor link between shots on your screen that hit and actual damage dealt just makes me not play gun characters at all, the console shows bullet hit mismatches between client and server side and there have been many instances where i whiff shots that seem like they hit, or very clearly hit, go into the console and see bullet hit mismatches.
Other games i've played, namely something like Apex have hit registration that still feels great on very bad corrections, the movement suffers but the actual shooting feels great no matter the connection.
I really like playing this game but these issues are a source of constant frustration at best and unnecessary deaths at worst, i don't even want to play gun characters because of how poor the overall experience of shooting/hitreg actually feels right now.