


			
			
				Will put you on ignore if you can't form a logical argument but argue nonetheless
The punishment is you get sent back? It's not a hard concept lol. Sprinting on the way back is basically the same as getting knocked off and then respawning back. The punishment is you get sent back to the beginning of the obstacle. The crystal minigame isn't a straight forward race like the 2 first round events.
I'm saying that your argument of "getting hit on the crystal stage not giving you sprint is intended because it's supposed to be a punishment" doesn't make sense because Hit Parade does give you sprint for failing a mechanic.The punishment is you get sent back? It's not a hard concept lol. Sprinting on the way back is basically the same as getting knocked off and then respawning back. The punishment is you get sent back to the beginning of the obstacle. The crystal minigame isn't a straight forward race like the 2 first round events.


			
			
				i think i would actually enjoy it if it wasn't so severely out of sync with what's happening on the screen
and it feels like the delay is a little different every run so can't even just get used to it and compensate
Players moving and stopping repeatedly sounds like packet loss to me. There could be any number of reasons for that, the quality of your internet connection, whether you're using wi-fi or ethernet, your routing to the server and issues those nodes might be having, etc.
I have to access to a live ping readout while playing the game and in my experience, on the rare occasion something like that happens to me, it has always been some factor external to the game responsible.
Last edited by Myon88; 11-05-2023 at 10:42 PM.
It'd be nice to be able to disable just the event music, I can understand people liking the music but it's a bit much for me, and I have to disable all my music completely for the whole event, and then remember to turn it back on when I leave. Not a big deal, but would be nice.


			
			
				I'm on Google Fiber with an i12 CPU, 4090 GPU and 32 GB of ram and I still can't get past the red pistons and several of the other mechanics. Every time I try to get past the red piston, I get frozen in the middle and go flying. I've already resigned myself to taking the 50 participation points and leave after the first match as the only time I made it to round 2 is because we had less than 16 players.
			
			
				And if you try to run early, basically right into em before they go down or while goin down you just get stunned right? ik that feel >_>I'm on Google Fiber with an i12 CPU, 4090 GPU and 32 GB of ram and I still can't get past the red pistons and several of the other mechanics. Every time I try to get past the red piston, I get frozen in the middle and go flying. I've already resigned myself to taking the 50 participation points and leave after the first match as the only time I made it to round 2 is because we had less than 16 players.
There's two factors at play when you get hit by mechanics like that.
- Mechanic snapshots and animations are often disjointed. Your ping doesn't affect this, it's the same for everyone.
 
For things like the sliding bumpers or punching gloves, ~0.5s before they actually move they have already checked for collision, the animation you see later is just cosmetic. It's quite obvious on the Typhon donut map because the bumpers show their line aoe before they move, you can see how separated it is from their actual movement.
If you want to cross an obstacle like that as early as possible, you need to be 'pre-running' into it before it has actually moved on your screen. If you only react to the animation happening, you are already late and very close to the snapshot of the next cycle. Of course, you can run too early as well, so there's an element of difficulty because you need to rely on your sense of timing.Just imagine you have a clone of your character putting you on /follow and you're constantly dragging it behind you. That's your real hitbox as far as the server is concerned.
- However much ping you're playing on, will further offset the timings above by an equivalent amount. No matter how high your latency, you have the same window of safety for mechanics as someone on low ping - it's just shifted backwards in time.
 
Suppose a mechanic plays its animation at t = 0s, hits once every 2 seconds, and the snapshot is 0.5s earlier than the animation.
Someone playing at 0ms ping needs to start running into it on their screen at -0.5s, and they have 2 seconds of safety before the next snapshot at +1.5s
Someone playing at 200ms ping needs to start running even earlier at -0.7s, and they are safe until +1.3s.
Last edited by Myon88; 11-06-2023 at 04:47 AM.
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