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  1. #11
    UbiEpi's Avatar Community Manager
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    Originally Posted by CAPTAIN KIRKOID Go to original post
    Point taken regarding aligning kill cams to accurately represent in game reality.

    However, how can your data collection be accurate as it must also be subject to latency since you can't record every shot fired how are you collecting data?
    The methodology is, quite honestly, over my head. We implemented tools shortly following the release of Season 3 to track this issue specifically. As others have noted, this is more caused more by players with fluctuating latency as opposed to just high latency.

    I will check with our designers to see what kind of impact the various different forms of latency have on our tracking though!
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  2. #12
    Morfanos's Avatar Senior Member
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    Originally Posted by CAPTAIN KIRKOID Go to original post
    ...

    However, how can your data collection be accurate as it must also be subject to latency since you can't record every shot fired how are you collecting data?

    ...
    Collecting data isn't difficult to do. The problem here isn't that the data isn't being recorded, it's that not all of it seems to be used by the server. If this was a "turn based" game, no data would be loss and every shot would connect. The problem is that it all needs to be done in a very short amount of time and that's when some of the data get loss.
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  3. #13
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by CAPTAIN KIRKOID Go to original post
    If the bad hit reg is less than 1% then why does literally every kill cam say different?

    Prove it.
    Literally?

    There are 1 million daily users and they probably get somewhere around 10 kills each day and register 20 to 30 hits. So let's say it's 20 hits and 1% don't count due to issues. That means 200,000 missed hits and 100,000 kills that should have been that weren't.

    How many kill cams have we seen? Plenty for sure, and I am not saying that hit registration isn't an issue, the Devs have it on the known issues list as number 1, but where do you get off with the "prove it" attitude? You've been told a reasonable number that is credible under the circumstances. You prove your point, you're the one with the accusation.
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  4. #14
    Except it is not a credible number, when every round has at least one case of an enemy requiring almost a full mag to down, then reload followed by 6-10 more shots to kill, saying less than 1% is ridiculous. I think their numbers are skewed because maybe 20% of all shots fired in the game would have hit an operator in the first place. From recordings myself and others have taken I would estimate its between 2-5% failed hitreg combined with several other near game breaking bugs.
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  5. #15

    Originally Posted by UbiEpi Go to original post
    We are able to actually track the data. We have data on the number of rounds that do not register. It is <1%.
    UbiEpi, I don't doubt that you've seen the numbers that resulted from the data tracking tools that were used.

    I doubt the number is accurate.

    I doubt the data tracking tech the devs put in place, or the devs are capable of accurately guaging the exact number.

    You see UbiEpi, when the gross incompetence on the part of the dev team (not you) results in the many broken things Rainbow Six Siege has it begs the question, "Should I trust devs who would sooner lie, and take advantage of me with data that they can manipulate for a more optimistic view of Siege?"

    Now you know the sensible answer to this is no. We can't trust these people. I've stated my reasons many times, so we won't go there now, but I refuse to lend them a shred of trust.

    As for attempting to speak for you. I assumed deep inside you would've come to the same conclusion having worked with these greedy, lying, arrogant, we know what's best for you, slap Rainbow Six on a cash grab, betrayers. I would understand if you were beholden to them for reasons like PR, CR, and Siege's public image. Hey, can't blame you for not wanting to lose your job. I was wrong, and I apologize. Now I understand you better, than you probably do on this.

    Progress...
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  6. #16
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by BBT.Mokusatsu Go to original post
    Except it is not a credible number, when every round has at least one case of an enemy requiring almost a full mag to down, then reload followed by 6-10 more shots to kill, saying less than 1% is ridiculous. I think their numbers are skewed because maybe 20% of all shots fired in the game would have hit an operator in the first place. From recordings myself and others have taken I would estimate its between 2-5% failed hitreg combined with several other near game breaking bugs.
    Yes but you are only judging it from the data you have witnessed. The games I play have nothing like these amount of issues. It is not consistent across all players; I think that is fairly obvious anyway because some people are saying the game is unplayable for them ad some have very few issues. Part of that could be their perspective, part of that their particular network performance and latency and part the game. It is only the latter that the Devs can realistically do anything about, and they are, but there is no reason and no evidence to dispute the figure quoted.

    I recognise that you have issues but your assessment of the percentage is based on opinion and Epi's is based on data. His is more credible and it is pointless trying to argue about it.
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  7. #17
    Originally Posted by CAPTAIN KIRKOID Go to original post
    If the bad hit reg is less than 1% then why does literally every kill cam say different?
    Prove it.
    Because the Kill Cam doesnt show what both sides ACTUALLY saw. Go watch a YT video about lag compensation in online video games. After that take into context that a Kill Cam might not show what he saw both in regards to hes view and your movement. You might actually be seeing "Your killers view", but "Your client side movement". In other words it can be a few cm to several meters off in sync and it seems like people are shooting into air getting headshots. If the Kill Cam was correct. You would both see hes view AND how you were seen on hes PC, but you dont always do that.

    This, on another aspect, is also why you some times see a person aim at you via a hole, but shooting at the edge hole in a manner that it seems like he shouldnt have seen you because you were covered by the wall, but the fact of the matter is that holes made in the game are NOT perfectly the same on every client. You might have a hole on your end look like it does, but on the other end the hole is slightly more to the left by a few cm or similar.

    In short, kill cams are decent, but they are not a 100% replication of what the enemy actually saw on hes screen!
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  8. #18
    Originally Posted by JojoTheSlayer Go to original post

    In short, kill cams are decent, but they are not a 100% replication of what the enemy actually saw on hes screen!

    You are right to say kill cams aren't accurate, and you make many good points.

    The point I'd like to make, to add to your many points, is outside of kill cams we are able to catch a lot more, than the 1% of failed hitreg occurances. We can do this without croney data fudging tracking tools.

    The fact is Hit Registration problems are still considered high priority issues. How can this be when it happens '<1%' of the time?

    Here's how. The devs can fudge the numbers to promote a positive outlook in respect to hitreg, so anyone gullible enough to believe this are blinded to what they are really trying to do.

    They deflect, distract, delay, and sweep problems under the rug. They've been doing this for a year!
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  9. #19
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by MysticIXINinja Go to original post
    You are right to say kill cams aren't accurate, and you make many good points.

    The point I'd like to make, to add to your many points, is outside of kill cams we are able to catch a lot more, than the 1% of failed hitreg occurances. We can do this without croney data fudging tracking tools.
    Yes because you have actually got better insight into the millions of games played every day through what mechanism exactly? Wishful thinking perhaps, as it fits in with your anti Ubisoft rhetoric. You haven't actually played the game on this account, so why not come clean about who you really are or admit that you haven't played the game.

    Originally Posted by MysticIXINinja Go to original post
    The fact is Hit Registration problems are still considered high priority issues. How can this be when it happens '<1%' of the time?
    Would you like it not to be a high priority issue, because you think it should be ignored at that level of occurrence?

    Originally Posted by MysticIXINinja Go to original post
    Here's how. The devs can fudge the numbers to promote a positive outlook in respect to hitreg, so anyone gullible enough to believe this are blinded to what they are really trying to do.

    They deflect, distract, delay, and sweep problems under the rug. They've been doing this for a year!
    The Devs aren't trying to promote a false positive outlook, they are listing it as an issue; along with all the other issues that they have swept under the rug by posting them on the known issues list with a ranking and what they are doing about them.
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  10. #20
    Morfanos's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    ...You haven't actually played the game on this account, so why not come clean about who you really are or admit that you haven't played the game....
    He clearly stated in not too long ago that he hated the game so I don't really think he's playing. I mean, why would anyone do something they hate with such passion unless forced to which is clearly not the case for a game.
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