Mordhau
 yedrellow
  • Likes received 4
  • Date joined 28 Jul
  • Last seen 9 Sep

Private Message

4 4
  • 29 Jul
 yedrellow

@JasonBourne said:

@yedrellow said:

@Duckalot said:
1067cdeb7e197acdcbe1da2c9df9305a.png

I know playing on high ping sucks, but its not much they can do about it.
And red parries just shows by how many milliseconds you missed your parry with.

It could potentially be fixed. What you could do is just after a strike wait 50ms for the parry signal to be received. That is, have some form of client side parry up to 100ms. This would only kick in if a red parry was detected, so it wouldn't just increase the time to block.

That would create alot of visual brokenness. Try to find a server below 50 ping, anything above that is too high.

I agree it would cause a little bit of visual weirdness, but at the same time it would greatly increase the consistency of the game in general. Unfortunately servers below 50ms aren't an option where I live, as people only play on servers 65ms away.

4 4
  • 29 Jul
 yedrellow

@Goatie said:
Oh you sweet summer child. It's more playable then chiv ever was at high pings and even at 16 ping there's some things I cannot parry which are probably the same things that get you.

I only included hits that triggered the 'm.debugnetworkparry' command in the 27%. And while I recognise there are plenty of attacks that are not parryable easily at even 0 ping, these are not what I refer to in the slightest, as they are not instances in which the parry preceded the attack and then damage was registered anyway.

I can't really speak to your experience about chivalry though, as I didnt really play it, but it is definitely worse than the game's main current competitor of mount and blade, which doesnt present the same issue until 100ms +.

4 4
  • 1
  • 28 Jul
 yedrellow

@Duckalot said:
1067cdeb7e197acdcbe1da2c9df9305a.png

I know playing on high ping sucks, but its not much they can do about it.
And red parries just shows by how many milliseconds you missed your parry with.

It could potentially be fixed. What you could do is just after a strike wait 50ms for the parry signal to be received. That is, have some form of client side parry up to 100ms. This would only kick in if a red parry was detected, so it wouldn't just increase the time to block.

4 4
  • 28 Jul
 yedrellow

I recognise that latency will always affect gameplay, but it appears that in mordhau, the effect of red parries seems disproportionately high at relatively ok ping. Along with a lot of other players, unfortunately I have to play at 65ms as opposed to being able to play on a low ping server due to geography.

To test how many red parries I was getting in the case of a normal duel server, I decided to play for an hour to check and tally each red parry compared to non-parried hits. After an hour of this, I was hit 203 times, 56 were from red parries and 147 regular hits. I recognise this is a completely player dependent thing, as a top player (as opposed to an average player like me) would likely take far less regular hits and have proportionally higher red parries. Other things not taken in to account is the fact that missed chambers from latency would not be tallied, and similarly I am not taking in to account the natural tendency to try and early parry a bit to make up for red parries.

Regardless, in this play session 27% of hits at 65ms latency were from red parries, which in my opinion is far too high. A lot of people (like west coast USA or Western Australia), are forced to play at these latencies.