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PvE and PvP don't use the same code (Destiny)

by Kahzgul, Thursday, December 17, 2015, 00:34 (3501 days ago) @ Ragashingo

I still don't buy that it's as simple as you make it sound

It's not simple at all. I mean, the theory behind it is, but to implement would be a complete and total overhaul of their existing netcode. It's like writing half of the game over again.

SRL races seem to be Crucible matches yet have fully functional AI enemies. Crucible matches can have their scripting hang temporarily when a player exits (example: you can't pick up heavy ammo or motion sensing doors won't trigger) which seems a lot like the scripting renegotiation described by Bungie that happens when your host leaves your world bubble during Patrol.

Yess.... They're borrowing the same net code back and forth. It's really good for the purposes of PvE, but really poor for the purposes of PvP. The two types of game mode have very different requirements.


I also question how much lag switching is really going on. I've seen Destiny do some weird stuff just based ion DBOers with Internet known to be terrible. ShedNet and for a while ChewieNet were epically disruptive to Crucible matches for a while. Claiming cheating and lag switching with proof that consists of not much more that what one can observe from normal (if extreme) lag just doesn't cut it for me.

Cheating aside, normal or extreme lag would behave completely differently in a CoD pvp environment.


Does legitimate lag and even cheaters occur and cause problems? Sure. But all in all Destiny does a much better job than say the past Halos where you'd see no enemies, take random damage from seemingly impossible directions, then keel over for no reason and watch your body drift down a river for three minutes before the entire match went to another minute of the dreaded black screen before the finally getting around to ending.

I mean, this is very similar to my recent experiences with Destiny's PvP. I've been rocketed by a ghost, shotgunned through walls, and suddenly died when there was no one near me, no shot fired, no sound effect, and the "death cam" showed a dead body halfway across the map (with lots of geometry between us).


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