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Arena Scoreboard bugged/not calculating correct deaths or ended match

anubis77canubis77c Member Posts: 113 Arc User
edited June 2022 in PC Gameplay Bug Reports
I've seen this happen once or twice before - usually only one or two deaths don't count. But this is by far the worst I've ever seen it... take a look at this scoreboard from the T6 PvP event last night:

aor235cter6p.png

Blue team had 28 deaths! And those deaths are even recorded by each player's name, but not in the final score.

For those who don't know what they are looking at, the Kills it is normal to have more because multiple players can share credit for a kill. For example, 4 out of 5 blue team players all deal X% amount of damage to "red player 1" before they die -> that results in 1 death for "red player 1" and a kill is counted for the 4 blue team players that contributed.

What is not working correctly is that each death recorded should increment the score of the opposing team by 1, until it reaches 15.

Thanks
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Comments

  • anubis77canubis77c Member Posts: 113 Arc User
    bump still happening as of today
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  • anubis77canubis77c Member Posts: 113 Arc User
    Bump

    Haven’t seen this one recently, can anyone comment if anything was changed? I don’t see any mention of it in the patch notes so it’s hard to tell if this was a fluke or not. I observed the scoreboard glitch at least 3 times in the 2nd quarter (apr-July)
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  • inferiorityinferiority Member Posts: 4,443 Arc User
    edited August 2022
    For example, 4 out of 5 blue team players all deal X% amount of damage to "red player 1" before they die -> that results in 1 death for "red player 1" and a kill is counted for the 4 blue team players that contributed.
    Do I understand correctly, that the problem is that because 4 blue players caused the death of 1 red player, their score should increase by 4 instead of 1?
    When only one player dies?
    I'm hoping I've got that completely wrong...
    - - - - I n f e r i o r i t y - C o m p l e x - - - - - - - - - - - - - - - - - - - - - - - - - -
    Everyone has a better name and Youtube Channel than me...  :/
  • anubis77canubis77c Member Posts: 113 Arc User
    edited August 2022
    For example, 4 out of 5 blue team players all deal X% amount of damage to "red player 1" before they die -> that results in 1 death for "red player 1" and a kill is counted for the 4 blue team players that contributed.
    Do I understand correctly, that the problem is that because 4 blue players caused the death of 1 red player, their score should increase by 4 instead of 1?
    When only one player dies?
    I'm hoping I've got that completely wrong...

    No - everyone who contributes to a "kill" gets credit on the scoreboard.

    The easiest way to think of it - instead of "first team to 15 kills wins the match" it's actually "first team with 15 deaths loses the match"

    ---
    Basically, the kill count doesn't matter by each players name, only the death count.

    Hope that helps.
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  • qultuqqultuq Member Posts: 989 Arc User
    edited August 2022
    Well then that is right— isn’t it? The red team had 28 kills and got all 15 points. The blue team killed 12 and got 12/15 points. Are you saying the red team should have 28/15 or 28/28, or something?
    Post edited by qultuq on
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  • anubis77canubis77c Member Posts: 113 Arc User
    edited August 2022
    qultuq wrote: »
    Well then that is right— isn’t it? The red team had 28 kills and got all 15 points. The blue team killed 12 and got 12/15 points. Are you saying the red team should have 28/15 or 28/28, or something?

    No - look at it closely.

    Red team had 12 deaths. That is recorded as Blue team scoring 12/15 in the match. That part is correct.

    However Blue team had 28 player deaths. The match should have ended when 15 Blue deaths occurred. This match went on far longer than it should have. A player death is recorded any time a ship explodes and the "respawn" dialog is shown on the scoreboard - but the actual final score is not always incremented by one correctly for each death.

    ---
    Here's a more egregious example:
    iv8ig6ei2hpw.png

    Red Team wins 15 to 14. Or did they?

    Look at the deaths column very closely:
    Blue team had 15 deaths exactly. Okay, sure.

    Red team had 17 deaths though. This match should have ended when Red team died 15 times total - so in reality, Blue team actually won this match.

    (I was in this match so I can confirm we got to 15 kills before the Red team did. No deaths occurred after the match "ended").
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  • qultuqqultuq Member Posts: 989 Arc User
    edited August 2022
    Well that sounds like a problem then. The game should be able to discern correctly who won’t, huh? Hopefully someone reads this. @chrian#9670

    Good luck.
  • anubis77canubis77c Member Posts: 113 Arc User
    The hard thing is reproducing it. The death counts seem to get messed up by Continuity (temporal spec set to primary), people dying during the Temporal Backstep (Tipler Cylinder console) animation, or other "weird" scenarios. The reason it's hard to reproduce is in smaller fights - 1v1 or 2v2 - it's never a problem. It's mainly a problem in 5v5 where there is much more going on at once. I suspect it's possible there may even be something related to server performance not recording the deaths properly but I'm really speculating on that one since I don't know what the back end all looks like for that sort of thing.
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  • anubis77canubis77c Member Posts: 113 Arc User
    FYI, this is still happening. Here's a screenshot from today:
    d45th2sjm4v3.png

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  • anubis77canubis77c Member Posts: 113 Arc User
    One more example real quick as well - sorry for the poor resolution I wasn't actually in this match, it was sent to me by a friend.

    Red team had 25 deaths which means this match dragged out way longer than it should have
    4e0cgqxzfnu5.png
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  • anubis77canubis77c Member Posts: 113 Arc User
    5jb06idyb3u9.png

    Still happening it seems, not exactly sure the cause though but likely something related to deaths inside backstep, or comp revive consumable, etc
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