Shooting Through Walls Is Breaking This Game

Oh so you’re just asserting that the engineering team was understaffed? Talk about baseless claims lol.

Jesus Christ you really have no idea how this works. Each team outlines their needs and explains what their budget needs are, then they get the green light to hire more people, or expense things out. There isn’t a giant pool of cash that then gets budgeted out to each team. Holy crap. How do you not get this?

I’m about to blow your mind here… servers… run… software…

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Again, I never asserted that. The unfinished game did.

I clearly know more than you on how it works if you didn’t even grasp the concept of allocating resources… You are literally only helping my original point.

And you need enough servers in order to run the game smoothly. Who would have thought?

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Also, you are talking about the flagship series to a company that makes and develops servers HAHAHAHAHHAA!

And even IF it is a software issue instead of lack of servers, so what? That does not detract from my original point of concern.

More like those cosmetics are really fueling all the hookers and blow the higher ups are doing

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Gotcha. You’re just gonna waffle around and be like “I didn’t say that… but I mean… if you just look at the game… not that I’m saying that I know anything about what’s going on… but just look at the game.”

My guy. You either didn’t read what I wrote, or you’re actually too incompetent to understand.

Quick question: Suppose there’s a race condition that causes a dedicated server to get stuck in an unresponsive state and it can never resolve unless you completely restart the service. How would buying more hardware solve this issue?

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The store and the realtime gameplay are two pretty different beasts. The store is basically built like a website and uses HTTP REST-API-calls. That uses the TCP protocol which is very reliable and standardized. Little to do wrong there. And if a call fails you can just reissue the call and the user has to wait half a second longer without causing issues.

The realtime gameplay (of any fast mp game) uses the UDP protocol, which does not provide reliabile delivery out of the box, so that is additionally placed at the feet of the developers (it’s necessary because that automatic error detection and retransmission is too slow for most realtime scenarios - this also applies to most voice/video chat applications). In order to hide the latency (ping) the game client interpolates enemy movements on it’s own while waiting for the server to reply. So you don’t see others late but in the most likely location (e.g. people are more likely to keep their direction of travel instead of changing it). Different game engines are better or worse at making those predictions (it’s called client side interpolation - Unreal engine for example has a write up on this).

Something in the handling of lost packets, the processing on the server or in that interpolation step is going wrong. This leads to noticable desync. So in all likelihood there are bugs in the client or server software that are causing this (and they need to be found and fixed).

This won’t be fixed by typical server maintenance tasks. It’s also quite unlikely to be down to cheap servers or insufficent servers or whatever. This stuff is hosted in Azure. When there are more players they can automaticcaly add additional servers or shut them down as soon as they are no longer needed (therefore you stop paying for them). Operational capabilities like this are why almost everything gets pushed to cloud hosting nowadays. High demand → many servers - low demand → few servers - you only pay for what you use.

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I am going to prevent you from putting words in my mouth, yes. Try to make an actual point instead of baseless assumptions and you won’t have to deal with any waffles.

The only incompetence is your own, you have yet to make any points other than affirming what I ALREADY SAID.

Before I answer a hypothetical, can you prove this is the root cause to everyone getting shot through walls?

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Thank you for the informative post.

I actually didn’t. You just think I did because you can’t comprehend the differences between what you wrote and what I wrote.

I’m specifically talking about this:

You said if there’s an issue with the servers, it would be hardware and not software. So I posed the hypothetical.

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I actually made no such claim, which is why it ended with a “?”. I never falsely claimed to be an expert, I just want an issue fixed.

So, this means the only possible fix to this desync issue is for 343 to be more hands on and go into the servers and fix the bugs/issues themselves right?

Then why argue with me when I started trying to explain it? If you’re not an expert, why assert at the very beginning that they needed to just spend more money on more servers?

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Well yes the only way to fix bugs in the client or in the server is to manually fix them. Bugs don’t just fix themselves (though sometimes they’ll quietly vanish when a seemingly unrelated change is made)

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You never explained anything, you made several false claims and went in a meaningless circle. You are clearly no expert, either. At this point I would have trouble believing a word you say. You have struggled to follow a very basic conversation. I also made no such assertion, not sure what is going on with your reading comprehension.

Just checking because this is literally what I said in my original post… That 343 needs to get back to work on ironing out the issues on the servers.

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I not once made a false claim. Also I said the issue could be software and not hardware, at which point buying more hardware would be pointless. That’s an explanation. Not as thorough as I could’ve been, but if you didn’t know what you were talking about all you had to say was “ah okay.” Instead you immediately doubled down on it being a hardware issue.

I’ve worked on games that had dedicated servers in the past, but not from the engineering side of things. So I’d say I’m an expert in some areas, but not others.

My guy, you still think that because 343 spent money on cosmetics that meant the engineering team was understaffed. But you won’t commit to saying that, and instead you’ll just say “because the game is in its current state, its apparent they were understaffed, but don’t put words in my mouth”

You never said they needed to buy more servers?

Hmm…

And if you go back to what I said:

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And I already stated to you, desync is always present and possible in all multiplayer games but what has been the main issue right now is: Halo Infinite’s desync is much worse than usual at the moment (see HellsLord’s post) and the servers need addressing… But you are trying to undermine my posts by saying “it’s gonna be there anyways so just accept dying behind walls” when in actuality it would probably be occurring much less often if the server problems were fixed…

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Has this not always been a thing? For as long as I’ve played Halo there has always been questionable deaths where one thinks, “How?” But I don’t like, investigate. I respawn and move on. Even when there were legitimate shenanigans afoot, it has never ruined my day or anything.

I guess ignorance is bliss, 'cause y’all seem miserable over it.

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No, I never made that assertion. I merely addressed it as a possibility. And yes, clearly if more money had been spent hiring more and better developers thus could have been avoided. The rest of your post is just irrelevant and you making false assumptions.

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No, this was not prevalent in Halo PC, a game 20 years ago.

Not miserable about it, just want the game I love to be the best it can be, criticism is a GOOD thing, otherwise, they won’t know what to improve.

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