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ice said:

repeat after me FIX DESYNC FIX DESYNC

But i'm so ready for this winter update

NETWORKING "DESYNC" IMPROVEMENTS

To go after networking improvements (including “desync”), we needed to identify all the various ways the issues could present themself. As covered in our “Closer Look” blog covering the topic, there isn’t a single issue causing all of the problems many classify as desync. Each issue is its own individual bug that we have to find, investigate, reproduce, fix, test, and implement.

In the case of networking and “desync,” we focused in on a few key areas:

  • Desync: When the server says you’re in one place on the map while your client shows you in a different spot. 
  • Blank Shots: You fire shots at a player and see them connect, but the bullets deal no damage. 
  • Getting shot around walls/corners: You think you’re safely around the corner, but you are dealt a fatal blow from a player who no longer has line-of-sight on you.  
  • Ghosts Melees: When you melee a player and hear the hit, but no damage is dealt.

To add to the complexity, sometimes there are multiple ways to encounter the same issue, which means we need to include multiple fixes to truly help reduce how often players experience it. For example, many reports of blank shots we’ve seen are the result of a fake reload bug. A player’s client shows that they have completed the reload, but the server never received that final reload confirmation – likely due to the reload being interrupted – so it thinks their weapon is still empty. The player’s client lets them fire a full barrage of shots, but the server sees this trigger input as if it was happening on an empty magazine, so it reads it as no bullets being fired at all. While it appears as “blank shots” to the player, finding and addressing the root cause is typically more complicated.

With that said, we do have desync related improvements planned to land in the next few updates.

GHOST MELEES

Sandbox Team Dev Note: Hitting a player and seeing them walk away unscathed, or worse, hitting you back and killing you, is extremely frustrating. We focused on this one due to how un-fun it can be, but we’re happy to say that we’re testing some improvements for a few different bugs that were resulting in melee registration issues.

BLANK SHOTS

Sandbox Team Dev Note: We mentioned it a bit above, but the fake reload issue is one reason contributing to why players could have blank shots. We know there are other instances of shots not counting aside from fake reloads, and we’ll be going after those too, but we’re happy to be bringing this out first.

VEHICLE DESYNC

Sandbox Team Dev Note: Since we’ve seen that players are more likely to experience full desyncs when operating a vehicle than moving around as a Spartan, we set our sights on crushing bugs in this space. You can expect some targeted vehicle desync improvements in the next update.

There will still be more work to do on networking and desync – on the specific issues above and others that may arise – but we’re making it a priority and you should see a steady flow of improvements in future updates.



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gtotheunit91 said:
ice said:

repeat after me FIX DESYNC FIX DESYNC

But i'm so ready for this winter update

NETWORKING "DESYNC" IMPROVEMENTS

To go after networking improvements (including “desync”), we needed to identify all the various ways the issues could present themself. As covered in our “Closer Look” blog covering the topic, there isn’t a single issue causing all of the problems many classify as desync. Each issue is its own individual bug that we have to find, investigate, reproduce, fix, test, and implement.

In the case of networking and “desync,” we focused in on a few key areas:

  • Desync: When the server says you’re in one place on the map while your client shows you in a different spot. 
  • Blank Shots: You fire shots at a player and see them connect, but the bullets deal no damage. 
  • Getting shot around walls/corners: You think you’re safely around the corner, but you are dealt a fatal blow from a player who no longer has line-of-sight on you.  
  • Ghosts Melees: When you melee a player and hear the hit, but no damage is dealt.

To add to the complexity, sometimes there are multiple ways to encounter the same issue, which means we need to include multiple fixes to truly help reduce how often players experience it. For example, many reports of blank shots we’ve seen are the result of a fake reload bug. A player’s client shows that they have completed the reload, but the server never received that final reload confirmation – likely due to the reload being interrupted – so it thinks their weapon is still empty. The player’s client lets them fire a full barrage of shots, but the server sees this trigger input as if it was happening on an empty magazine, so it reads it as no bullets being fired at all. While it appears as “blank shots” to the player, finding and addressing the root cause is typically more complicated.

With that said, we do have desync related improvements planned to land in the next few updates.

GHOST MELEES

Sandbox Team Dev Note: Hitting a player and seeing them walk away unscathed, or worse, hitting you back and killing you, is extremely frustrating. We focused on this one due to how un-fun it can be, but we’re happy to say that we’re testing some improvements for a few different bugs that were resulting in melee registration issues.

BLANK SHOTS

Sandbox Team Dev Note: We mentioned it a bit above, but the fake reload issue is one reason contributing to why players could have blank shots. We know there are other instances of shots not counting aside from fake reloads, and we’ll be going after those too, but we’re happy to be bringing this out first.

VEHICLE DESYNC

Sandbox Team Dev Note: Since we’ve seen that players are more likely to experience full desyncs when operating a vehicle than moving around as a Spartan, we set our sights on crushing bugs in this space. You can expect some targeted vehicle desync improvements in the next update.

There will still be more work to do on networking and desync – on the specific issues above and others that may arise – but we’re making it a priority and you should see a steady flow of improvements in future updates.

don't get me wrong, I'm happy they are looking into and have some fixes planned for future updates but I wish they did this sooner, but I guess this is the issue when we need core features like forge and co-op in the game and should take priority 



I think the 2nd studio is Undead Labs.

Both Playground and Undead Labs need more employees than most, Playground is heavily growing but will still need hundreds more for Fable (overall, not specifically Playground employees) and Eidos is free, with over 600+ employees but only two projects in development, they can provide a lot of manpower to Fable fairly quickly, along with valuable RPG experience.

Undead Labs have aspirations for AAA development but are still relatively small, State of Decay has RPG mechanics which makes Eidos not too crazy of a partner. It may help get Fable and State of Decay 3 out of the door faster as well.

Only others I can make cases for are The Coalition (maybe they're going all in on the RPG/Choices stuff...But I don't think they need Eidos for development assistance, they have Splash Damage). The Initiative? Maybe Eidos is on Perfect Dark alongside Crystal Dynamics which sort of makes sense since Crystal and Eidos work together. Or maybe it's one of the remaining RPG studios like Obsidian or InXile.

Obsidian I'm less sure on, I think they prefer to be lean and focused, and they don't need Eidos RPG experience. InXile could be possible, due to the fact that they aren't that large still and Brian Fargo has a lot of history in co-developing projects, running multiple teams at once, InXile's RPG is an FPS RPG too, like Deus Ex.

Curious who the 2nd is now, Lol.





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gtotheunit91 said:
zero129 said:

Great i cant wait. I love RTs and 4X games so this will be right up my street. Need to do spade a favor and finish persona 5 first .

You gonna check out Ara: History Untold when that releases sometime early next year??? Oxide Games is calling it a Grand Strategy game but it's clearly 4X inspired from the alpha invite I played. A lot of the developers came from Firaxis and worked on the Civilization franchise. It's PC only at launch, but it's great to see Xbox publishing such a variety of genres! 

Most defo going to be playing that game. I tried to get into the alpha but it didnt work out. I am really excited about it.



Naila deleted her tweets, probably the old "commenting on a rumour gives credibility to the rumour" or whatever, Lol.







Lol.