Recent change in hit registration backend?

It feels like they changed something in how the netcode or server registration works in the past week or so.

It suddenly just became very unreliable, even when the ping to the server is optimal. I’ve had multiple shots going straight through people that don’t count, even showing a weapon reticle hit, but doing nothing (especially obvious on tactical slayer).

Furthermore, it seems like shots from enemies are hitting me even further out of LoS than normal, like when I’m entirely around a U bend. Again, even when the server is only ~30 ms away.

Also, I’ve been getting multiple melee “hit” sounds, confirming the hit, but don’t count. Both visually on my screen and aurally it should have connected but just doesn’t. I’ve had some weird melee connections before this week, but this is different, especially given my local machine thinks it connected and thus is playing the sound.

Even some of my shots are hitting far further off than they should, as if I had to lead hit scan shots well in front of where someone was moving for it to count.

If I had to guess, it feels like they changed how the server recognition works to retroactively account for latency, but whatever they did, it feels worse than ever.

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This has been going on since launch. Most people believe its the desync issue.
I still don’t like their answer for dying behind walls was “favoring the shooter so they don’t have to lead their shots”
Like, I’m fine with leading my shots if it means they actually hit! Instead, mine don’t hit, but I can get seemingly one-shot behind walls. How is that fair for us both?

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I have to agree. I rather they favor the person with the better accuracy.

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I’ve only played to get event items in the last couple months because the hit detection is hot garbage. Game worked better for me when it was “beta.”

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How about they favor no one and treat everyone equally?

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That’s basically what I said. If you’re more accurate with your shots than the other person, shouldn’t that be the deciding factor in whether or not they land?

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Drake showing Lil Yachty how to use the laptop meme
Yep. That definitely should be the deciding factor.

They can’t do that or the entire Controller playerbase will quit.

It is treating everyone equally. The way this works is that no matter what your ping is, it should be sufficient to aim where you see the other player moving rather than where the server or their machine is thinking they are moving at that time. Given that latency (ping) between players and servers is a thing this likely is the solution that allows you to be accurate or not (and we can get into a discussion about aim assist then). Playing without lag compensation would likely be an even worse experience. Best solution there would be to stop putting people in high ping games (issues arise if any player has a high ping - not only if you have a high ping).

However what is an issue is that sometimes you have a player move (or stand) in a certain position, shoot them and they don’t seem to die. And this most likely is desync (so the positions between server and your game or not merely delayed but have completely separated). So you see a player in spot A while they in the servers eyes are in spot B. You fire at spot A and the server does not see a player there and so the shots don’t register on the server (while in your game they do and play the hit sounds/show the markers).

The desync issue to most people is the more annoying one. Also it has the advantage of being fixable as this is likely mostly due to bugs in the netcode rather than the basic problem of latency on the internet.

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Unlikely, since the xbox fanbase held out a lot longer than the steam playerbase.

Edit: Yeah I got the joke.

hit reg is BS since launch… nothing changed. just had a guy impossible to kill, melee lunges were insane. But that’s how it is… pure 343 competence.

edit: on a 30 ms server :wink:

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