Heylo, there. If you're tired of reading such things, please, skip to the bold. There are clearly a good number of changes that people are unhappy about. For the most part the patch seemed to be a huge success. Obviously, there are some known issues.. Most of which, I don't care about at all. Playing exclusively as a support makes it rather easy to see how effective a class is, not just on a K/D ratio basis. So. I truly could not care less about the assassin's nerf; she still carries incredible lane pushing and turret destroying power. People still forget that this isn't a K/D based game. However, things like the party system and the hit detection do confuse me. So I was wondering. I don't mean to say, by any means, that you owe us an explanation. BUT, I truly am curious to see why the hit detection was amped .. Curious to know if that was the only way to aid in high-lag situations .. Curious to see why host migration / party splitting is still a problem. Perhaps you all could make a thread explaining the significance of these changes are, and perhaps what was actually done to address them? I think if anything it would stop this ridiculous amount of trolling if perhaps people without the experience/knowledge/desire to understand the overall effects of the patch had such things explained to them. Meh. Just a thought. On the other hand, I'm sure people will get used to it and deal within the week. Love you all, Greggy.
I can explain hit detection a little better. I've seen a lot of comments saying that we've "amped up" hit detection. This is a bit of a misnomer. In a low latency situation nothing has changed. Weapons don't hit more or less often than they used to. When a client shoots a target it is up to the server to deal damage. The server is the absolute authority after all. There is a negotiation process that occurs between the client and server to determine whether a shot was really a hit or not. Things worked really well before the Title Update in low latency games, every bullet dealt damage exactly like it should. The problem is that in high latency games a laggy client could look like the were hitting a target but, because of the lag, not actually deal damage. What we did was adjust the negotiation process between clients and servers to improve this situation. You should now have a consistent and reliable experience when it comes to shooting targets whether you are in a low lag or a high lag game. Hopefully this explanation clears up some of the confusion. Cheers!
That does help a bunch, but what's the deal with the party splitting? It's still happening just as much as it was before. :/
From what I've read from Devs on other threads, party splitting is only supposed to occur when people are invited in the middle of a game. If everyone starts from the same lobby, enters the game, and then starts playing, everyone should remain on the same team unless someone else "joins session in progress." But, also reading on other threads, people have said that the splitting still occurs even when they do it the right way. I have yet to try this for myself, but everyone else is bummed about it, so I'm inclined to believe that so many people aren't lying.