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Yapopal

Hitbox slowpoke

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The hitbox is significantly behind the character. He has acquired much greater inertia. Accelerates slower and slows down longer. I don't come out of hiding, but the hitbox comes out. This is a very crappy bug for a shooter.

 

Merged.

 

The server does not send part of the information. The game does not reproduce the first shots of the enemy. This does not always happen, but much more often than before. I can't react to what I don't see or hear. I have everything in order with the Internet connection, I have no packet loss, the ping does not exceed 60.

 

Merged.

 

The game broke down even more. I shouldn't have come to play. I just ruined my mood.

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there is an ongoing issue with "hit box" / hit marker . bullet reg  what ever you want to call it.  were say 20 to 30% of shots are not registered as hitting target, Ive had many just go through players. 

  I think i found the cause and have a semi solution/fix but im waiting for reply from "THE Man" to reply back. 

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This was happening BEFORE Little Orbit took over. It's gotten worse with the server population increase.

 

I've had shots miss vehicles at 10M. I've been experiencing ghost shots, as in the weapon shoots client sided, but not server side, ammo is not consumed. PVP plays out as if I have an extra 100ms added to my normal latency, but switching shoulders, driving, and interacting with doors isn't affected.

 

There's also something weird going on with ammo boxes. My character stands up immediately after opening the ammo box, but then crouched down again and my inventory opens.

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18 hours ago, BlatMan said:

There's also something weird going on with ammo boxes. My character stands up immediately after opening the ammo box, but then crouched down again and my inventory opens.

That's a newer bug that was recently introduced with the EAC update. Arresting also seems to be impacted where the first "arrest attempt" doesn't actually trigger the capture and only the animation.

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I found this post on the Fortnite subreddit: https://www.reddit.com/r/FortNiteBR/comments/awagpo/packet_reordering_technical_post/

 

It describes how the game handles packets out of order. By default, if an earlier packet arrives later than a later packet, the packet is dropped. The packet is counted as received, so you don't get a packet loss message on the client. Maybe APB has this same issue?

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