Hit acceleration in BDO and the real problem...

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  • เผยแพร่เมื่อ 27 มี.ค. 2024
  • Daynims Doc:
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ความคิดเห็น • 174

  • @xerenityapexlegends3940
    @xerenityapexlegends3940 3 หลายเดือนก่อน +96

    Best BDO video I’ve ever seen while destroying my toilet, thank you

  • @TheRenzid
    @TheRenzid 3 หลายเดือนก่อน +23

    I think the ping issues is a legit issue esp for high elo AoS. If you aren't significantly better than the players you are playing against, it's quite common to just get caught due to the multiple problems related to ping disparities. To the enemy, they won't notice and will just think you are easy to catch.
    Furthermore, ping issues really limit the amount of "reaction" plays you can make and force players to play "proactively" by throwing out a lot of protection/mobility skills because you "might" get cc'ed by all issues related to ping. This results in wasted cds when opponents aren't actually going for cc's and removes a good amount of counterplay windows.
    It gets so bad that you can pretty easily tell if someone on the enemy team has a lower ping than you in AoS, especially when your cd's get consumed and you get cc'ed during the protection animation on your client-side.

    • @Xerathiel
      @Xerathiel 3 หลายเดือนก่อน +1

      Several years ago they changed the prio of grab over when it comes to desync.

    • @DrSwazz
      @DrSwazz 3 หลายเดือนก่อน

      I can't tell you how many times I get kd'ed in the middle of a chase on my maehwa, my teammates just think my reactions take 2 business days 🤨

    • @ashryver3605
      @ashryver3605 3 หลายเดือนก่อน +1

      Yup, that's my experience. I've noticed on NA - in every NA game actually not just BDO - there is a prevalence of people whining and just brushing high ping as an advantage, a seemingly odd disconnect between realising ping is a two way street. APEX Legends is a good example, low ping NA players complain about dying around corners to high ping players, but on a HP pov, they die behind corners and shit too, basically whoever is first to be the aggressor has a huge reaction advantage (almost no possibility to react).
      I play siege war in Na, Sea, and EU - 220 ping, 100 ping, and 300 ping. And my performance capability between each is overwhelmingly noticable, obviously. In SEA if people go around me, I can rotate and move my FGs etc or last second SA, but in NA (and God forbid EU) they've already done their action before I can begin to react.
      All of these fast blink invisible classes make this very noticable, Awakening Drakanias are straight up impossible to track and react to, when I have high ping. As are Woosas etc.
      And let's not even get into gaps in protection for some bs reason being made wildly larger for high ping players so any gap just has a bigger gap to get cc'd. Or the fact that high ping will do less damage than low ping because of how fast people are moving. But even on stationary targets, high ping does less damage than low ping..

    • @DrSwazz
      @DrSwazz 3 หลายเดือนก่อน

      ​ @ashryver3605 I swear in this one match I was standing in the middle of the AoS ruins arena (with all the AOE explosions that everyone loves so much). I could barely see anyone on the other side of the arena around when round started. All three enemy chars were just standing there. Within a couple of frames I was cc'ed on the ground with a drak behind me and I had to V instantly. Was so mad lmao

  • @Azurlia
    @Azurlia 3 หลายเดือนก่อน +21

    hit stutter kicked my dog and kidnapped my family, ty for calling it out armin.

    • @waterbottle3860
      @waterbottle3860 3 หลายเดือนก่อน +6

      hit stutter made me pay for child support 😔👐🫄

  • @RhazaelXL
    @RhazaelXL 3 หลายเดือนก่อน +15

    While increasing the tickrate would fix a lot of issues it is not that easy since it would require huge amounts of computing power. Competitive games like CS or Valorant can have 128 ticks per second since there are only 10 players per game. 10 players times 128 ticks is a much lower amount of total ticks than 400+ players per nodewar times 25 ticks per second. Even games like Apex/Warzone/LoL/Fortnite only have around 20-40 ticks per second.

    • @ROACH123_
      @ROACH123_ 3 หลายเดือนก่อน +4

      Should proabably also mention that PA adressed hit-accelleration in one of the heidel/calpheon balls, and they said its un-fixable because that is the client trying to synchronize itself with the server by speeding you up. Doesnt matter if you are attacking another player or just mobs in the BA, the client will speed you up to match where the server "thinks" you should be in terms of your animation finishing.
      As for behing hit and it SLOWING you down (hit stutter) on airborne skills this is an intended mechanic that was left over from the pre-SA era. Its hard-coded into the engine and is directly related to the game originally being designed to be capped at 60fps, this is especially evident because you can be hit-stuttered in . Its just the game "checking" if you got cced/damaged on each "hit" and then allowing the next frame to be rendered. This is why when you are being hit 2000 times per second by a succ nova or something, you are nearly stuck in mid air because the game has to "check" each hit for damage/cc and then allow the next frame to be rendered. Regardless of if you have 400 fps, the games animations are keyframed. Imagine fighting games or dark souls, the actual animations themselves are hard coded to be synced up with the framerate, so when you un-cap things get weird.
      Dont get me wrong though, even if everyone was capped at 60fps, you would still get hit-stuttered in airborn skills etc, because the game still has to check for cc/damage CLIENT SIDE before it lets the next frame of the ANIMATION play (not the next frame of your actual ingame fps).
      EG: RedRain might be 70 frames in "length" on a 60fps capped PC system. Even if you have 600fps, that red rain scale up and will last for 700 frames, but the game will "check" for cc/damage only 70 times during those 700 frames (once for each of the "original" frames the spell was coded to have in its keyframed animation.)

  • @NineSins
    @NineSins 3 หลายเดือนก่อน +8

    There is an easy solution for stuff you discuss in 7:35 - make all skills synced with the ticks, ie. if WoF takes 15.5 ticks, round it either down to 15 or up to 16. Apply for any attack speed buffs/debuffs also, so 25% slow would give us 19,375 round it down to 19 ticks. Problem with gaps is gone. So, I see two options - either they didn't think about it, and skill time is measured in real time, instead of ticks (which would be really bad design), or they did and the problem lays somewhere else.

    • @LeChickenSan
      @LeChickenSan 3 หลายเดือนก่อน +1

      wouldnt hitstagger still affect it tho, because if your skill gets sped up and ends earlier the server will have some ticks where you're unprotected, and because of your ping you'll get the feedback that u got hitsped later than the server does

  • @ROACH123_
    @ROACH123_ 3 หลายเดือนก่อน +8

    TLDR:
    The devs reducing the number of hits on spells will help with server lagspikes during siege. It will also help with hit-stutter SLIGHTLY during 1v1s etc., but will be more noticable during 3v3+.
    Desync and hit-accel will still be big problems in the game, and are un-fixable on a fundamental level.
    ****************** JARGON EXPLAINED BELOW *********************
    Tickrate is essentially just the servers "ping" between each of its calculation intervals. Tickrate buffs (to help desync) is irrelevant to this discussion despite what people may think...
    25 ticks per second (aka 40ms)+(insert your ping here) = total potential desync
    50 ticks per second (aka 20ms)+(insert your ping here) = total potential desync
    Think about the effectiveness of reducing desync by 20ms overall, at the cost of DOUBLING the servers computational load per second on a game with fucking thousands of players per server? LOL
    - Hit stutter = A leftover game engine effect from the keyframed nature of the animations which can be seen in pre-alpha (before protections) where the game engine does a damage/cc check after each frame of the original animation's framerate. Regardless of if you have 9999999 fps, a skill that was originally ANIMATED to last 30 frames (0.5sec) on capped 60fps, will have 30 total damage/cc checks equally spaced across the entire duration of the skill, and each "check" (assuming an enemy is actually hitting you) will create a "stutter" before the next portion of the animation is allowed to be played.
    - Hit accelleration = Lag compensation in the form of the server instructing your client-side animation to speed up in order to synchronize you with the server and the other players who are interacting with you directly. (source = one of the previous calpheon/heidel balls where this was actually brought up) The lead devs explained this is un-fixable and is only there to REDUCE desync. If they chose to NOT speed up your animations to sync you with the server/other players, you would get desynced WAY more often. (Instead of your "speeding up", your would complete at normal speed and then you would simply get hit DURING your instead. Pick your poison.) Also if youre wondering wether tickrate would affect hit-accel, it would be essentially irrelevant. The hit-accel that is generated from a high ping (150ms) player would be WAY more significant than that tiny 20ms ever would, not to mention its gonna be (150ms+20ms) anyway.

    • @Mishaniss
      @Mishaniss 3 หลายเดือนก่อน +1

      Nice explanation

  • @SoVeReigN--
    @SoVeReigN-- 3 หลายเดือนก่อน +5

    Thank you for taking the time

  • @himenoinu
    @himenoinu 3 หลายเดือนก่อน +1

    Very informative clip, thanks! I won't be as grumpy over things I did experience in my day-to-day gameplay now, knowing how all this works.

  • @buknoybobo
    @buknoybobo 3 หลายเดือนก่อน +8

    To Pearl Abyss' credit, they do make it pretty clear that reducing the number of hits is meant to improve framerate issues and server lag in Large Scale PvP. I mean they even mentioned the issue where the server just lags and the game looks like it pauses in time(which I assume is because the server is trying to compute for all of the hits happening all at the same time), and when it catches up you just suddenly take all of the hits at once and die. Reducing the number of hits should help with that.
    Just wanted to mention this because the intro feels pretty misleading since they're trying to fix a completely different issue. Cool video tho, and I do agree that they should up the tickrate, at least in separate pvp instances like BA, RBF, AoA, and especially AoS.

    • @ROACH123_
      @ROACH123_ 3 หลายเดือนก่อน +3

      To be honest, if they removed dice-roll damage calculation, they would help the server a LOT. Damage is calculated serverside and is NOT compensated for by the client, same with CC. Thats why when you have high ping and you float someone, their character plays the "float" animation delayed, and their hp bar moves delayed.
      The diceroll calculation is coded based on your character level 1-60, 60-70, and 70-100, you have a dice that is assigned to each damage "roll" that you produce.
      The calculation looks something like this: (d1, 10s, 5r)
      1d = 1 dice
      5s = 5 sides on the dice
      2r = 2 rolls
      For this example, the game will give you 1 dice, and each dice will have 5 sides, and it will roll those dice 2 times, and pick the HIGHEST numbers on the dice, and that is your damage "roll". Ofcourse this only affects a very small percentile of your damage ratio meaning your damage will fluctuate between 4035, 4025, 4105, 4042, etc.
      Based on your character level, your dice setup changes. EG:
      lv 1-60 = (1d, 5s, 2r)
      lv 60-70 = (2d, 10s, 5r)
      lv 100 = (3d, 16s, 100r)
      The highest level characters (lv 100 based on datamine) will get something like 3 dice, 16 sides, and 100 rolls, giving them a statistical advantage on hitting better numbers for their random damage chances, so their ratios would fluctuate more like: 4104 4105 4107 4101, etc.
      THE PROBLEM with all of this fucking bullshit, is it really adds nothing to the game except making the server work harder unnecessarily in order to give higher level players more "consistent" damage fluctuation within the defined parameters (about 5% or less), especially since we cant even SEE the damage numbers. This damage averages out VERY quickly (especially since every ability hits 5-10 times), and only exists to add variance to the damage numbers which we cant see anymore.
      If the damage fluctuation parameters were bigger (such as 50% or even 75%) we could see abilities sometimes randomly "critting" from their dice roll and doing huge damage, but the devs decided that Dungeons and Dragons damage style was only being added to their game to fluff up the randomness of the damage on the outer edges of the 5th/95th percentile (~5% damage fluctuation) and not to actually impact PvP or PvE in any significant way.
      I personally think they should remove the dice-roll damage system because it would help the servers do less work on calculating random dice rolls for EVERY FUCKING SINGLE INSTANCE of damage in the entire game at any given time.

  • @The_Multiverse.
    @The_Multiverse. 3 หลายเดือนก่อน +8

    need more vids like this from the players! thanks for takin the time to put this together Armin, hopefully PA takes notice :)

  • @Saiku
    @Saiku 3 หลายเดือนก่อน

    Thank you!! Ive been talking about this stuff for years and people thought I was crazy.

  • @scruffoon
    @scruffoon 3 หลายเดือนก่อน

    Super interesting. Thanks for the breakdown

  • @sknkprod
    @sknkprod 3 หลายเดือนก่อน +1

    thank you so much for finally talking about tick rate

  • @lefter700
    @lefter700 3 หลายเดือนก่อน

    Never looked into this before.
    Thank you for the insight!
    Cheers!

  • @YisuniBDO
    @YisuniBDO 3 หลายเดือนก่อน +11

    BLESS UP FINALLY THE TRUTH HAS BEEN SPOKEN

  • @Travesty
    @Travesty 3 หลายเดือนก่อน +1

    Thanks armin

  • @Cosini
    @Cosini 3 หลายเดือนก่อน +6

    this seriously needs to get fixed, it's gotten so bad especially with shai buffs/speed spell that aqua jail on awaken wiz is almost instant cast, and teleport is stopping mid and getting me cc'ed. genuinely the worst thing ever :/

  • @nersesmalakjan9429
    @nersesmalakjan9429 3 หลายเดือนก่อน +1

    @ArminTF, why do you think all of these events occur more often vs skills that are used with mouse movement?

  • @xxkilthemallxx
    @xxkilthemallxx 3 หลายเดือนก่อน

    About time someone made this! Nice job @ArminTF. Cya in some pvp :^)

  • @vezz9913
    @vezz9913 3 หลายเดือนก่อน +4

    its gonna be fixed on KR because everyone is on 5 ping there which sadly means they wont care anymore

  • @kidosake4137
    @kidosake4137 2 หลายเดือนก่อน

    does the change that they are going to make affect the value of evasion or dr? does it make evasion worse or better?

  • @Byxis69
    @Byxis69 3 หลายเดือนก่อน

    excellent explanation

  • @scottstape9547
    @scottstape9547 3 หลายเดือนก่อน

    only armin cater this kinda stuff for the community. what a legend

  • @Stratisfied
    @Stratisfied 3 หลายเดือนก่อน

    Good video big fella

  • @nyhverone
    @nyhverone 2 หลายเดือนก่อน

    Thanks for making the video. I used to be good at exploiting in-between start up and ends of moves and desync to hit people out. After moving from west coast to east coast the game became x10 harder. I'd also like to point out coding with desync matters quite a bit, some games handle desync & rubberbanding better and some handle it bad

  • @alkalostrytoart1024
    @alkalostrytoart1024 3 หลายเดือนก่อน

    Wait...newbie here.
    The hit acceleration makes our skill animation faster, yet our cooldown is the same?
    So is that why i usually "ran out" of skills during AoS? While i never ran out during PvE?
    When everything is on cooldown and i ran out of skills to press, i usually just think of it as me panicking during PvP and doing animation cancel more often than i intended to.

  • @wisegag427
    @wisegag427 3 หลายเดือนก่อน

    What ur thought about how evasion build gonna be? after changes of reducing number of hits and increasing accuracy rate.

  • @thomasmetyk3739
    @thomasmetyk3739 3 หลายเดือนก่อน +1

    110-140ping player here, its nice to have at least some one that understands the pain

  • @killerspoon13
    @killerspoon13 3 หลายเดือนก่อน

    I think it would have been nice to have a side-by-side comparison for how fast the skills are supposed to be

  • @Lufnis
    @Lufnis 3 หลายเดือนก่อน +1

    Not only hit stutter but also dsync is mostly because of low tick rate. It would be a lot less noticable with 128 tick.

  • @archiehawk7441
    @archiehawk7441 3 หลายเดือนก่อน +1

    good vid brother

  • @Anti-Matter007
    @Anti-Matter007 3 หลายเดือนก่อน +1

    I wonder how to fix ping from click to server when the real problem is Internet provider ?? But yeah improving tickrate maybe solve some isues

  • @edeneden
    @edeneden 3 หลายเดือนก่อน

    how r they gonna change items/consumables that give +hp on hit to make them not ass

  • @czanee
    @czanee 3 หลายเดือนก่อน +12

    Holy moly why is this guy so heckin smart

    • @Luthor_HuntBDO
      @Luthor_HuntBDO 3 หลายเดือนก่อน

      you're just dumb bro 💀

  • @somethingvoid8442
    @somethingvoid8442 3 หลายเดือนก่อน

    You focused alot on the defensive side but ping difference masses up combos CC timing and therefor dps potential too, like for example being a succ dk that payes with 100 ping idk how many time has it happened to me that i do twilight kama on someone and at first it looks like they didnt get CCed by it so i follow up with another CC rigth after just to find out that i capped them instatly because there was half a second lagging between what i see on the screen (targted still standing ,not being cced) what server thinks happened .........

  • @Zielekdj
    @Zielekdj 3 หลายเดือนก่อน

    ty

  • @74Sesselfurzer
    @74Sesselfurzer 3 หลายเดือนก่อน +2

    Getting ccd between skills can easily be fixed by PA by adding a 100-200ms lingering SA to every spell, obviously this can slightly buff classes but nothing crazy.
    Im playing mainly awakening witch and since almost every spell has this lingering SA or FG you pretty much never get ccd inbetween abilities. (awakening ranger doesnt have this problem either)
    This obviously doesnt fix abilities being sped up but it fixes the biggest problems you and other ppl have with a high ping and imo its an easy fix

  • @hob6008
    @hob6008 3 หลายเดือนก่อน

    is drakania's considered an airborne skill? is this why their feels much more smoother compared to other classes even while under constant hits? my succ warrior during constant pressure just hops or gets straight up cancelled most of the time.

    • @armintf949
      @armintf949  3 หลายเดือนก่อน

      Not sure on this one actually. I'll try to test and get u a response!

  • @markus8230
    @markus8230 3 หลายเดือนก่อน

    Not sure if its technically possible but maybe atleast they could increase tick rates on the PvP servers, like AoS, RBF and so on.
    One question i still have, if attack skills get shortened by hit acceleration, are all hits still being abllied or are some of them left out. Because sometimes it feels like my skills have the wrong duration or a micro lag appears, it also feels like they are doing less dmg.

    • @ROACH123_
      @ROACH123_ 3 หลายเดือนก่อน +1

      Technically it is possible and probably pretty easy to increase the tickrate for the marni server only (which is the server that the BA/ RBF and AoS are located on).
      The problem is that 25 ticks per second is 40 miliseconds.
      If they increase the tickrate to 50 ticks per second, that drops the response time to 20 miliseconds.
      This means that overall, desync will be reduced by 20ms, at the cost of them fucking DOUBLING the servers computational load...
      - Before: In terms of HP it means you wont die in V after 40ms+(insert your ping here) of realtime passes.
      - After: In terms of HP it means you wont die in V after 20ms+(insert your ping here) of realtime passes.
      - Before: In terms of CC it means you wont get cced in after 40ms+(insert your ping here) of realtime passes.
      - After: In terms of CC it means you wont get cced in after 20ms+(insert your ping here) of realtime passes.
      Furthermore, the only thing that is actually connected to the server's is desync regarding damage/cc. The tickrate has ZERO connection to hit-stutter and hit-accelleration.
      - Hit stutter = A leftover game engine effect from the keyframed nature of the animations which can be seen in pre-alpha where the game engine does a damage/cc check after each frame of the original animations framerate (regardless of if you have 9999999 fps, a skill that was originally only meant to last 30 frames long on a 60 fps system, will have 30 total damage/cc checks equally spaced across the entire duration of the skill, and each check will create a "stutter" before the next portion of the animation is allowed to be played.)
      - Hit accelleration = Server-side lag compensation in the form of the server speeding up your client-side animation to synchronize you with the server and the other players who are interacting with you directly. (in an effort to REDUCE desync)
      The benefit you would gain from increasing tickrate is so fucking unfathomably useless, that anyone advocating to DOUBLE the servers computing load PER SECOND in order to get such a minute benefit is clearly either ignorant, or doesnt actually understand the concept properly.

  • @Narr0wGaming
    @Narr0wGaming 3 หลายเดือนก่อน +2

    good job armin. always knew these kinds of subtlety about skill being faster when hit etc, but never knew how drastic it can change from low to high ping.

  • @gejsalociN
    @gejsalociN 3 หลายเดือนก่อน +1

    Daynim was the 1° ninja back in the days. Just give client priority than server

  • @tgangel805
    @tgangel805 3 หลายเดือนก่อน

    Thank you for showcasing the NA east coast struggle people think its copuim but they just dont understand l. Its even worse then being east coast gets you kiled in pve as well

  • @Storm_Caltonic
    @Storm_Caltonic 3 หลายเดือนก่อน

    This hurts to realize why I get CC'd so often (40% on a good day, 60% most of the time) out of s after doing an unprotected or FG. Doing Serp (core) - Vac - Drastic is almost always going to get me CC'd in the middle of Drastic's animation. It will just cut.

  • @coopinacoupetv
    @coopinacoupetv 3 หลายเดือนก่อน

    I’m around 80-100 ping usually. I play from Bama. I use exitlag and get around 30 ping but still experience the same issues. Constantly getting hit out of SA/ by players with much higher ping. Hopefully this creates a slightly better experience.

  • @tmax4750
    @tmax4750 3 หลายเดือนก่อน

    and also multi hit skills and hit stagger or what it called makes cc last longer then it should in this game

  • @coupdegrace9494
    @coupdegrace9494 3 หลายเดือนก่อน

    I made a video about this too and sent it to PA. I live in North California too, Im very close to the server. my ping is around 15-25 or 30. But I still get this on my Hash. like permanently, even by just grinding, when mobs hit me my side dash gets super short distance. and I can see the CD of my skill get speed up or slow down idk tbh but yeah. its nuts. most of all I cannot play Hashashin with a shai with attack speed addons + plus shai speed buff + my Z buffs. I wont be able to trade anymore with these buffs. with this low ping btw. idk what they did after Scholar comes out its worst.

  • @stonedruid
    @stonedruid 3 หลายเดือนก่อน

    Does this have any interaction with how evasion works? Is your chance to evade calculated only once per tick, such that a sped up ability would occur faster and allow more hits to fall in that window?

    • @armintf949
      @armintf949  3 หลายเดือนก่อน

      I believe it's calculated per hit of the skill, so no tick rate wouldn't affect that in any way.

    • @stonedruid
      @stonedruid 3 หลายเดือนก่อน

      @@armintf949 Appreciate the video, very good information

  • @PrinceRocky561
    @PrinceRocky561 3 หลายเดือนก่อน +1

    This is the main reason why East Coast players cant Compete. Ping is so important to the overall functionality of the game play of BDO. And if you aint got it, then you aint got it. And alot of West Coast folks really think they nice with the pvp when they sit on sub 50 ping on the daily. Getting Hit out my protections will forever tilt me, and which is why I find myself not enjoying pvp. Cause its just so many instances where I would look at the game wondering "Why was I not protected in my skill when the said skill goes STRAIGHT to cd!?!?!" Like at that point its no longer a players error but rather the input and the technical workings of the servers not prioritizing your skills over the person with much lower ping. I just cant enjoy it, cant compete and dont want to bother with using VPN, ExitLag and the like. Makes so sense to put in money for a game that not free to play, having to deal with the expensive pets, and weight, and tent and such just to spend more on third party avenues to Keep up with competition. Its insane. So after 8 years of this, I just cant be fked trying anymore.

  • @lebeau488
    @lebeau488 3 หลายเดือนก่อน

    Thank you! This is therapy for a 200+ ping ninja.

  • @Chisien
    @Chisien 3 หลายเดือนก่อน +1

    I'm playing on 180 ping on east coast can confirm

  • @Synomus
    @Synomus 3 หลายเดือนก่อน

    PhD level stuff. Great video

  • @thewhitesnauzer3661
    @thewhitesnauzer3661 3 หลายเดือนก่อน

    this tick rate bs needs to be fix bro this happens way too much

  • @haikalhadzik7744
    @haikalhadzik7744 3 หลายเดือนก่อน

    how do you get that low level of detail? can i also used that potato setting with amd?

    • @armintf949
      @armintf949  3 หลายเดือนก่อน

      Just low opti in game in video settings.

  • @graybler
    @graybler 3 หลายเดือนก่อน

    good video

  • @bluesquadronlive
    @bluesquadronlive 3 หลายเดือนก่อน +2

    I understood most of the words used here. Great video

  • @dkfullspectrumdetailing
    @dkfullspectrumdetailing 3 หลายเดือนก่อน

    PA, get it done!

  • @lianxinsolombos4888
    @lianxinsolombos4888 3 หลายเดือนก่อน

    the number 1 pvpier. knows exactly. how real pvp works.

  • @gfhjfgh23dfghdfghdr45h
    @gfhjfgh23dfghdfghdr45h 3 หลายเดือนก่อน

    Or classes like Woosa that have 2 linked s, if you get too much hit accel you accidentally blow both s together because the skills happen instantly. I didn't know how little of this west coast feels. Easy mode, not even the same game everyone else is playing.

  • @BlariX
    @BlariX 3 หลายเดือนก่อน +2

    Wonder why pa never put in ping checker in their game. You have to use different source to check what your ping is, bit absurd for a game that centres itself around large scale pvp.

  • @peccatrixgio5294
    @peccatrixgio5294 3 หลายเดือนก่อน

    Спасибо за работу, узнал для себя много нового. А как узнать свой пинг подскажи пожалуйста
    Thanks for the work, I learned a lot of new things for myself. And how to find out your ping, please tell me

  • @BigBadTortoise
    @BigBadTortoise 3 หลายเดือนก่อน +3

    I was wondering why nobody ever covered the hit acceleration issue. Good video brotha

  • @amouutv
    @amouutv 3 หลายเดือนก่อน

    i love u armin

  • @mauro398
    @mauro398 3 หลายเดือนก่อน

    I get the tick slows during my mystics sea burial, ive gotten knocked out of the air because of hit acceleration, and im in LA my ping is cracked

    • @armintf949
      @armintf949  3 หลายเดือนก่อน +1

      Since sea burial acts as a air state, similar to ninjas ankle cutter, it gives the slow ticks very often.
      I will say if you every get the opportunity try mystic while playing with a baggy VPN or on a different region. You'll probably see how bad it feels in comparison.

    • @mauro398
      @mauro398 3 หลายเดือนก่อน

      @@armintf949 u were 100% right in your video and its been this way for years

  • @degen7278
    @degen7278 3 หลายเดือนก่อน

    My enjoyment and strive to pvp on this game died the moment I played fighting games and experienced rollback. While im looking for to the server relocation and trying it out it is as you said that their will still be inherent engine/networking problems with the game. 15:00 yep im like at 80 ping na and it blows let alone 100.

  • @RezzaBDO
    @RezzaBDO 3 หลายเดือนก่อน +1

    very interesting! i hope they find a fix for all the higher ping brothers

    • @armintf949
      @armintf949  3 หลายเดือนก่อน

      Most likely you'll feel it's effects to a greater extent.

  • @ninjakuroko9371
    @ninjakuroko9371 3 หลายเดือนก่อน

    pls show your video settings

  • @BenzenBaws
    @BenzenBaws 2 หลายเดือนก่อน

    Just a quick note on the tick rate - 20-30 tick rate Is not the biggest issue here. Overwatch for an example used 20'ish tick rate and it ran just fine when I played it (top 500 EU player maaany years ago).
    League of Legends for example also uses a low tick rate at 30. So why are they not facing the exact same issues? Pssstt, data disparity (its free real estate)
    Low tick rate is not a big issue, the amount of data that needs to be send and how it is handled is the biggest issue here.
    (BDO got a huge amount of attacks per second per skill, it's quite surreal tbh)
    From a tech side reducing the amount of data sent / compressing data will always give better performance (Example: Hash getting compressed X to 3-4 hits, cant remember the actual hits it is at now, but it's a dumb amount).
    Drakania that got like... 30 hits in a single skill? Like what the F? Getting reduced to 1-4 hits will make a huge change.
    If I can use 4-5 skills and that is equivelant of 1 skill due to the hits being scaled down and dmg scaled up I'm certain I will see a huge improvement.
    At the end of the day we could still face big desyncs with 1 hit per skill if their data management is garbage so lets wait and see how it will actually pan out.
    I WILL PRAY!
    (Great video as always showcasing the weird hit acceleration going on)

  • @cain7925
    @cain7925 3 หลายเดือนก่อน

    God ninja

  • @desperatechihuahua7035
    @desperatechihuahua7035 3 หลายเดือนก่อน

    So what would be the logic behind having a low tic rate?

    • @armintf949
      @armintf949  3 หลายเดือนก่อน

      As player scale increases, less cost since there's so many things to compute. Honestly we'd have to see if PA is even willing to do something like this, and if they can't I at least would like some transparency from the devs.

  • @haishawang9339
    @haishawang9339 3 หลายเดือนก่อน

    As someone who plays with 180+ping on NA, I can confirm this the gaps between my ninja skills is almost unbearable.

  • @graphz07
    @graphz07 3 หลายเดือนก่อน

    That would such a massive buff to Kunoichi awakening if it was the case lol

  • @dropout8087
    @dropout8087 3 หลายเดือนก่อน

    I play on NA my ping is roughly 118-125 i am usually always within this range, What gets me is when someone on 50ping hell even 80ping and below come across me to pvp, no matter how hard i try to outplay it means nothing and the first thing they want to do is trash talk and that leaves me in the weird state of well what exactly was i suppose to do my Iframes/SA mean nothing 75% of the time and the fact i play archer i am giga squishy and with the speed of skills/movement in the game i literally have to pray i can land a big dmg skill but usually the person i am fight just pop in beside me and thats that, So cool hit count changes but like you said what does that do for me? nothing, And i am so tired of hearing about the central servers that have yet to appear i literally just gave up at this point.

  • @GrimtornBooks
    @GrimtornBooks 3 หลายเดือนก่อน

    Aussie players in BDO.... We feel it mate

  • @IsgCorp
    @IsgCorp 2 หลายเดือนก่อน

    3:42 148frames in youtube (I paused the video, and counted each frame with . key)
    3:52 140frames

    • @IsgCorp
      @IsgCorp 2 หลายเดือนก่อน

      if i hit more enemies, the skill goes more faster?

  • @marcanthoneyR
    @marcanthoneyR 3 หลายเดือนก่อน

    I think most if not all of these issues can be mitigated if PA changes the network protocol from TCP to UDP. Every other online multiplayer game uses UDP for a good reason. Playing with high latency as well as TCP is just a death sentence.

  • @KINGxINISIDIOUS
    @KINGxINISIDIOUS 3 หลายเดือนก่อน

    PA if your watching this update your sever tick rate and centralize the servers already thanks 🙏🏾

  • @The_Autumnleaf
    @The_Autumnleaf 3 หลายเดือนก่อน

    Bro i suffer so much the maegu scenario. Like using ghost step when dk is casting shift lmb on top of me, is cancer, feels like you got stuck on a wall

  • @xcman93
    @xcman93 3 หลายเดือนก่อน

    distance of movement skills change to

  • @WaveOrb
    @WaveOrb 3 หลายเดือนก่อน

    REAL im 140 ping avg in na (east coast gamer)

  • @janskiy
    @janskiy 3 หลายเดือนก่อน +1

    I thought valve were the worst in getting the tickrate fixed after so many years of playing CS:GO. Guess I was wrong… 25 bro in a fast-paced PvP game…

    • @CyberneticArgumentCreator
      @CyberneticArgumentCreator 3 หลายเดือนก่อน +2

      What's crazy is that it's multiple times higher tickrate than any other MMO. The problem is that it also NEEDS high tickrate because of the nature of BDO combat's speed.

  • @shavo_.
    @shavo_. 3 หลายเดือนก่อน

    archage had similar issues where ping/fps gave massive advantages until they normalized all the skills to match tick rates of the servers.

  • @yoni532s9M5w
    @yoni532s9M5w 3 หลายเดือนก่อน

    Since the combat is mostly done on client side, it should be a huge pain to solve these kinds of hit acceleration issues. Though I haven't picked up from video, is the acceleration by design or a bug?
    ...
    Another thing is I disagree with the notion in the comments that the devs are unaware and clueless about the game. I assume they choose to balance the game in a way that gives varying advantages and disadvantages to different classes. While keeping some meta for people to play the newer classes. Though they're exaggerating with the pool of unbalanced newer classes.
    In terms of fair comparisons, obviously dedicated server games like CSGO aren't relevant. But I wonder if anyone knows how's it done in guild wars?
    Imo BDO shouldn't just naively up the tick rate nor would they, but they most definitely should have different servers within each region that handle different instances of battles.
    My old pc can be the server for 3v3 and googles quantum pc can run the node wars.

  • @coffeeteapvp5512
    @coffeeteapvp5512 3 หลายเดือนก่อน +3

    So much makes more sense now. WOW. I really want to see BDO become an ESport, but if mechanics like this are irreversibly baked into the game, it probably won’t ever get to that player market.

    • @akatsuki1929
      @akatsuki1929 3 หลายเดือนก่อน

      game is so unbalanced esports is very unlikely and even then probably only AoS might have a chance for that

  • @TheGuiido
    @TheGuiido 3 หลายเดือนก่อน

    Something nobody here is talking about is also the weird ass interaction hit stun and hit acceleration have on cooldowns. It can make your cooldowns longer than intended it’s complete garbage.

  • @perfecto859
    @perfecto859 3 หลายเดือนก่อน

    imagine this ı was playing like this for whole 5 to 6 year maybe you could change this shit armin at least ı hope so

  • @zantano1425
    @zantano1425 3 หลายเดือนก่อน

    No MMO updates on 64 or 128 tick.

    • @armintf949
      @armintf949  3 หลายเดือนก่อน

      Bdo has the fastest combat out of every MMO. I realize for their netcode when it comes to large scale it is extremely hard for them, but I wanted to get this info out to the community as many players don't even realize tick rate is a thing in games like this. Lot of people playing mmos come from mmos where this isn't a huge factor (outside of runescape players), so they're unaware.

  • @DrSwazz
    @DrSwazz 3 หลายเดือนก่อน

    3:14 Wait what is this, that's not ankle cutter D:

  • @LlamaSpeeed
    @LlamaSpeeed 3 หลายเดือนก่อน +5

    One of the millions of reasons the game cant be taken serious competitively

    • @fearlessbeing851
      @fearlessbeing851 3 หลายเดือนก่อน

      Excatly! And also, the reason that BDO has no hope nor drive to get into the official ESL scene.

  • @revanrevan9887
    @revanrevan9887 3 หลายเดือนก่อน

    ty armin when gms of mena blames the player for dying to the mob because of "MY PİNG" " while me being in to the aoe damage of the mob and dying losing the cyrstal not getting back with this video im gonna try to explain them again which i did twice but me getting blamed again...

  • @noeiyuu8278
    @noeiyuu8278 3 หลายเดือนก่อน

    My ass playing at 160+ pin from Costa Rica

  • @lucasmartins5529
    @lucasmartins5529 3 หลายเดือนก่อน

    Nova suc, doesnt have hit acceleration, just hit sttuter in all skils, its a nightmare to cast on multiple targets if they are hitting you

  • @e.ydrien
    @e.ydrien 3 หลายเดือนก่อน +1

    I don't think anyone is saying this is the holy fix for all this problems, we know, but it is a good start to keep improving the system.

    • @armintf949
      @armintf949  3 หลายเดือนก่อน +2

      You'd be very surprised the things I've seen in twitch chats. There's a lot that believe that number of hits is the main reason for the issue.

  • @nodezeroo
    @nodezeroo 3 หลายเดือนก่อน

    this sounds like some sweaty pvp shit. Armin lost a fight to this and now is out for blood...DAMMN YOU DEVS

  • @APTDuck
    @APTDuck 3 หลายเดือนก่อน +2

    If only you made this vid but while explaining all this shit in korean

    • @armintf949
      @armintf949  3 หลายเดือนก่อน +5

      I wish bro... I wish.

    • @bdorage
      @bdorage 3 หลายเดือนก่อน +1

      id pay money to hear armin speak fluent korean

    • @TheXroz21
      @TheXroz21 3 หลายเดือนก่อน

      @APTDuck please do it. I know you can (add metal pipe noises too)

    • @APTDuck
      @APTDuck 3 หลายเดือนก่อน

      @@TheXroz21 pay me 2 zimbabwe dollar

  • @handbokUzoumaki-qp4rc
    @handbokUzoumaki-qp4rc 3 หลายเดือนก่อน

    GG content negatif as well virus infected my NA server as well 🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬

    • @handbokUzoumaki-qp4rc
      @handbokUzoumaki-qp4rc 3 หลายเดือนก่อน

      bdo console on this probleme ps5 playeur crying for all any way this on now good negative staff i mever see that virus infection effect

  • @fearlessbeing851
    @fearlessbeing851 3 หลายเดือนก่อน +1

    East Coast gamers that actually interested in being successful in PvP, should just completely overlook BDO. If the Devs refuse to provide decent service to non-West Coast players. It's pretty easy to deal with. Don't like the service rendered to you, then just don't play. Go play another MMO that either have centralized servers or move to the West Coast to play BDO "competitively". It is really just that simple. Afterall, it is just a game.

  • @ashryver3605
    @ashryver3605 3 หลายเดือนก่อน

    Hit acceleration and hit stagger are just the worst. Hit accel making your ability finish so fast without realizing and then also doing less dmg..but hit stagger making it impossible to move in a ball fight as a SA slide/dash based melee BECAUSE of the same things as hit accels xHits issue, is more infuriating because it completely takes you out of the gameplay flow in a very unnatural way like wading through mud.
    Now combine it with making skills finish in bad timings since you didnt move like you were supposed to. Succ drakania suffers from this very heavily - shift-z rabam is a good example. Flying up, then going down, while moving forward. Hit stagger scenarios will not only make it not move you anywhere, but also cast slower and "finish" in the air rather than landing, making you enter a fall animation.

  • @zResetify
    @zResetify 3 หลายเดือนก่อน +1

    Armin is 100% right, a higher tick rate server would do wonders for the net code of BDO's PvP and competitive PvP scene with the ability of centralized servers based on regions access, but this change is required for not only partially this but also for future game content release, which is why as a community we should be glad and hyped about this really.
    Simplified:
    Similar to travel time for work the closer you the faster you get there for your ping the tic rate is hour long you stay at work(with a reverse timer) higher means time moves faster compared to a lower time in essence 25-30 is 60mins 50-60 is 30mins of time spent come binding these two will determine how your skills will react in combat via PvP(drastically more because it requires 3 piece of information your attack information other players attack information and it's response back to the players) and less so for PvE(but still relevant for DPS and mob crowd control effect to take place even hit's)
    The acceleration is must be due to some for of coding that allows the server and the game client to re-synchronize your client and the server to current standing which it deems safe and kosher for functionality which is where you can get rubber banding or lag switch occurring you can also see this during horse travel via instant excel, and people are constantly jogging back and forth.
    The tick rate of the server and your client are re sync to the servers preferred balance, the only way to have this to be better in PvP would be to have some form of ML-Sequence and probability checking for packet transmissions on the client side system would be based on the data the server deems trustworthily enough to rely on for status stats of players your attacking and confirming with the server if this is true then it could prevent this gaps from occurring would work for higher tick rate servers with the ability to call the resync code procedure on failure of the probability of the skills being cast in a set order, the down side is if the game is sending packet not only client(attacker)->server->client(defender) but in a client(attacker)->server/client(Defender) same or similar arrival time this can be exploited due to force the defender to always rubber band or desync all the time in combat even at high enough tick rates because the lower your ping is with the right tools you force your opponent to always be behind yours, this was common in older games with windows based timer clock changes to accelerate there packet->server acceptance rates times, because it deemed it to be ahead.
    This subject on the PvP and re-sync issue requires time and dedication and players from various regions of the accept scope of what PA would consider there based line region of competitive ness per region.
    Ex. NA servers all of All of the Americas would fall within a acceptable window of balance able resync range of ping anything out side the if like Australia and the ping is more than the outer limit of that could be seen as to far to allow for a fast competitive scale of code because you would always already be at a disadvantage just due to ping times alone.
    if the wanted a team to work on this in house they would have to use vpns(to get similar pings of certain regions) and fight and tweak the resync code as they pvp on multiple classes to see the difference to find a fair balance, after that it's up to class design, and balance that is available to each developer to change or adopt if deemed worth the effort of changing.
    The number of hit is a mandatory change as they said in the game, not only will it allow them to add more gear because it will allow them to expand the number of hit in the future for more buff's of classes when mobs or hp values increase, currently the DR-> AP and hit are capping out even for PvP this will allow the them to add more content that has high DP/HP values and buff classes to allow them to maintain there balance and relevancy in combat.

  • @vanorio9180
    @vanorio9180 3 หลายเดือนก่อน

    PA fixing everything but they damn servers 🤣

  • @Deix007
    @Deix007 3 หลายเดือนก่อน

    1. They dont understand english nor they care to learn
    2. They dont care about pvp. Just look at the recent pvp changes.
    3. They dont care about EU/NA lag problems. On their 20km long ass country 25-30 ticks servers are more than fine.
    4. They no longer invest money nor development in BDO beacuse they have other gaming projects draining the funds. (Just look at the recent pathetic "updates' that are content lucklustre)
    The game's engine and the server architecture is made by an intern that was kicked out of programming school for how stupid and bad he was.
    PS: Buy more pearls. ty