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EA_Ataashi
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7 years ago

Re: Crosshair lag

Hey @DarthFDG 

Per your request I talked with our developers about this again and can confirm now that it is working as designed. The "lag" exists due to the first person and third person view system present in the game.

Apologies that I couldn't provide this information earlier.

/Ataashi

6 Replies

  • DarthFDG's avatar
    DarthFDG
    Hero+
    7 years ago

    @EA_Ataashi wrote:

    Hey @DarthFDG 

    Per your request I talked with our developers about this again and can confirm now that it is working as designed. The "lag" exists due to the first person and third person view system present in the game.

    Apologies that I couldn't provide this information earlier.

    /Ataashi


    This is flat out not working "as designed".  Whatever developer you spoke with does not understand the issue.  It is fundamentally flawed and I am 100% positive is not working the way it should.

    It is responses like this (the developer's response, not yours) that make me question whether the developers truly understand what is impacting gameplay.

    I suggest you speak with someone else.

  • DarthFDG's avatar
    DarthFDG
    Hero+
    7 years ago

    @EA_Ataashi wrote:

    Hey @DarthFDG 

    Per your request I talked with our developers about this again and can confirm now that it is working as designed. The "lag" exists due to the first person and third person view system present in the game.

    Apologies that I couldn't provide this information earlier.

    /Ataashi


    not sure why you marked this as resolved, when I specifically said the developer apparently does not understand the issue.  I guarantee you, it is not working as designed.  If it is, I'd sure like to see the design spec that says, "aim in one direction and shoot in another".

  • By checking the han picture, and Ataashi's explanation, this seems to be an issue with every Third Person Shooter which again happens here. While in Third Person, if you shoot, the shot goes more or less to the intended destination marked by your aim reticle. However, by the position the gun is when in Third Person, in some distances this can result in an increased offset between where the shot lands, and where it was intended to go (marked by your aim reticle).

    I'm not sure this can be fixed, it's an issue with Third Person which is present in any third person shooter, and people simply got used to it.

    But coming back to OP, I don't think he was mentioning this BUG, as he clearly states a fast camera turn and then shooting. If the aim takes longer to turn then the character's weapon, or vice-versa, a swift turn + shot can result in the shot going in a completely different spot then where the aim was pointing to. TBF I never experienced this, but I don't play shooters oftenly, and when I do I rarely turn fast to shoot, so my experience is far from useful to this discussion.

  • DarthFDG's avatar
    DarthFDG
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    6 years ago

    @RogueZeroRendar wrote:

    By checking the han picture, and Ataashi's explanation, this seems to be an issue with every Third Person Shooter which again happens here. While in Third Person, if you shoot, the shot goes more or less to the intended destination marked by your aim reticle. However, by the position the gun is when in Third Person, in some distances this can result in an increased offset between where the shot lands, and where it was intended to go (marked by your aim reticle).

    I'm not sure this can be fixed, it's an issue with Third Person which is present in any third person shooter, and people simply got used to it.

    But coming back to OP, I don't think he was mentioning this BUG, as he clearly states a fast camera turn and then shooting. If the aim takes longer to turn then the character's weapon, or vice-versa, a swift turn + shot can result in the shot going in a completely different spot then where the aim was pointing to. TBF I never experienced this, but I don't play shooters oftenly, and when I do I rarely turn fast to shoot, so my experience is far from useful to this discussion.


    I'm pretty sure this *is* related to OP's issue.

    It does *not* go to the intended destination "more or less".  It causes quite a few missed shots in game play.

    This does not happen in other 3rd person shooter games I've played.

    It is flat out a bug, third-person or not.

    This being said, as bad as I think the bug is, if there are not enough people complaining about it, it won't get fixed.  Hence, the request to remove the accepted solution.

  • @DarthFDG 

    And the more I read the more it seems clear your issue has nothing to do with OP's issue or any kind of lag. Not every third person shooter has this because this is an issue with the angle between your crosshair and your weapon. In this game, and in many other Third Person Shooters, because of the position the character takes on screen, hes never centralized. Therefore your weapon is always angled towards your crosshair. This means that whenever you shoot, even if the shot goes to the direction pointed by your aim, it's angled, and won't follow a straight path between the center of your screen around your character and the horizon marked by your aim.

    The reality is it'll follow a straight line between your weapon and a focal point somewhere in the distance marked by your aim. Which means that shots that go too far or that fall too short, will have greater discrepancies then those that go nearer the focal point. How can we discover the focal point? I have no idea, probably testing with lots f trial and error.

    In your picture han shoots the debris, because it happens that said debris is in between your aim dot and the position of your gun.

    If the game were to force a straight line between the center of screen around the player and the position in the distance marked by your aim, the blaster bolts would fire from the air, not from your weapon. Either this or they completely change the game by always putting your gun on the center of the screen, no matter shoulder change, or any other things that might change your positioning.

    Just imagine the following very common scenario: Your behind a wall, and to your right theres an open corridor. Because of the nature of Third Person on this game, you can see the corridor, but those on it can't see you as you're completely behind a wall. Your aim will show the end of the corridor, which through your reasoning should allow the player to shoot and hit whoever is coming through the corridor. But your character is completely behind a wall, so of course your weapon is blocked by it, but your aim dot isn't stuck in the wall, it's positioned on the corridor, as if you could shoot. This is the Third Person angle issue, and any shooter game in third erson is prone to this issue, unless they put the weapon in the center of the screen (which is uncommon), or they create other mechanics to help you show when your shots will miss the mark (I've already seen games that change your aim dot's position whenever it's blocked due to angled situations like this one.

    And I agree, the solution label should be removed. It's not a solution to OP's issue

  • DarthFDG's avatar
    DarthFDG
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    6 years ago

    @RogueZeroRendar - Thanks for the detailed explanation.  I'm finally tracking with you.

    I suppose my issue is that straight line you are referring to seems like a pretty broad straight line.

    I don't like it, but I'll accept it, especially given a bunch of others are not complaining about it.

    Thanks again for taking the time to explain.

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