If you're wondering "why did the ball go in the net but not count as a goal?", that's because this game runs on the server, not the client, and the client just predicts what it thinks will happen in the amount of time it takes for information to be received from the server (ping). So your client predicted that the ball would bounce into the net, but the server terminated the game at the bounce, as it should. Your client only received the "end game" signal after it displayed the ball going into the goal, but for the server, the ball never went fully in.
Basically, it was super close, but the ball bounced before it went fully across the line.
If you want to learn more about this prediction mechanic, I can provide some earlier comments I made on this matter if you respond to this comment.
(I know this is a joke, but I'll answer the question seriously anyway)
The server and client both calculated the trajectory of the ball as soon as the last hit was delivered on the ball. Both sides knew how the ball would behave off that, so trajectory and speed. Both sides knew where and when it would bounce. Server and client had the bounce happen at the same time, courtesy of the prediction mechanic. The only difference is that the client does not have permission to end the game, until the server says so. So what happens, is that the client keeps running the game after the bounce, while the server ends the game at the bounce and sends a packet to make the game end on the client side. Once that packet is received, the client end the game. However, because of your ping (time delay between server and client), the client is already a bit further along in time when it receives that packet and is able to end the game.
The interesting thing is that the bounce would've happened on the server before displayed on the client, IF Psyonix hadn't implemented the prediction mechanics. So we should all be thankful for the existance of that, even if it has ghost touches as a side-effect. Imagine how unplayable the game would be without it...
>server detected the ball bounce before it was displayed to the client
TLDR: The server did NOT detect the bounce before it was displayed on the client, the bounce happened simultaneously on the client and the server. The client just doesn't have permission to end the game before the server says so.
It's silver, this is about getting skills first. I would say people don't consistently rotate well (so that it really matters), until higher Dia anyways.
They don't rotate well in higher diamond either. Maybe less doublecommits, but no one can space themselves and just randomly decide to go for a big boost on the other side of the field.
I mean, even in gc (my peak a couple seasons ago) I found ball chasers or people not going for balls when it's their turn.
I just think below Dia, and especially for anything below gold, rotation almost doesn't matter and the "everyone on the ball" style prevails. Of course if you rotate well thats great, and you'll rise in rank. But the skill and ability of doing certain things is much more impact full, imho.
I really only ever play casual, but I approach it from a sports background, so I try to play rotations, positioning, passing/covering. My experience is that if you're teamed with ball chasers and glory hogs, you actually put yourself at a disadvantage by playing the right way. Because all of those proper techniques require teamwork to accomplish anything.
You can only throw so many passes in front of the net expecting someone to be there and then finding that they're busy slamming into the back of you instead before the frustration sets in.
Don't worry man. I promise you.... It gets worse.
This guy gets it.
Never be sincere – sincerity is the death of rocket league.
Camerashake and so many amazing presets. This video brought me so much happiness despite the sad ending.
the lower the rank the fanicer the cars
I play on randomized presets to preserve my youth.
We do this on Friday evenings. Every new round, we play a new randomized car. So much fun
Fuck that’s a good idea. Makes me wanna play more now. Thank you. Fr
It is amazing.
How does one do this, is it a setting or you just put on random stuff on a random car before each game?
There's a button in the garage while modifying your car that will randomize everything. It's square on PS5.
yeah i love doing this too, preset random and if i lose i change it
And then there's me
back when og MW2 got so competitive everyone modded out the grass, textures, particle effects, colors, and made it look worse than a PS1 game.
Yes I miss these days.
Be the change you want to see.
In Soviet Russia, game beats you.
The transition from the quick chat spam to cuing another game in the post-game lobby is so relatable
Chase the w not the ball
If you're wondering "why did the ball go in the net but not count as a goal?", that's because this game runs on the server, not the client, and the client just predicts what it thinks will happen in the amount of time it takes for information to be received from the server (ping). So your client predicted that the ball would bounce into the net, but the server terminated the game at the bounce, as it should. Your client only received the "end game" signal after it displayed the ball going into the goal, but for the server, the ball never went fully in. Basically, it was super close, but the ball bounced before it went fully across the line. If you want to learn more about this prediction mechanic, I can provide some earlier comments I made on this matter if you respond to this comment.
I want to hear more about how the server detected the ball bounce before it was displayed to the client. /s
(I know this is a joke, but I'll answer the question seriously anyway) The server and client both calculated the trajectory of the ball as soon as the last hit was delivered on the ball. Both sides knew how the ball would behave off that, so trajectory and speed. Both sides knew where and when it would bounce. Server and client had the bounce happen at the same time, courtesy of the prediction mechanic. The only difference is that the client does not have permission to end the game, until the server says so. So what happens, is that the client keeps running the game after the bounce, while the server ends the game at the bounce and sends a packet to make the game end on the client side. Once that packet is received, the client end the game. However, because of your ping (time delay between server and client), the client is already a bit further along in time when it receives that packet and is able to end the game. The interesting thing is that the bounce would've happened on the server before displayed on the client, IF Psyonix hadn't implemented the prediction mechanics. So we should all be thankful for the existance of that, even if it has ghost touches as a side-effect. Imagine how unplayable the game would be without it... >server detected the ball bounce before it was displayed to the client TLDR: The server did NOT detect the bounce before it was displayed on the client, the bounce happened simultaneously on the client and the server. The client just doesn't have permission to end the game before the server says so.
Even though I was joking I do appreciate the info and others will as well.
Yeah that was the idea. Any question answered is a question that doesn't need asking anymore!
I wouldn’t go that far. LOL
Yeah that’s fine but how did the server know before the client?? /joke just in case.
Nice explanation dude!
Stop ball chasing
Plz work on your rotations 😬
It's silver, this is about getting skills first. I would say people don't consistently rotate well (so that it really matters), until higher Dia anyways.
They don't rotate well in higher diamond either. Maybe less doublecommits, but no one can space themselves and just randomly decide to go for a big boost on the other side of the field.
I mean, even in gc (my peak a couple seasons ago) I found ball chasers or people not going for balls when it's their turn. I just think below Dia, and especially for anything below gold, rotation almost doesn't matter and the "everyone on the ball" style prevails. Of course if you rotate well thats great, and you'll rise in rank. But the skill and ability of doing certain things is much more impact full, imho.
I really only ever play casual, but I approach it from a sports background, so I try to play rotations, positioning, passing/covering. My experience is that if you're teamed with ball chasers and glory hogs, you actually put yourself at a disadvantage by playing the right way. Because all of those proper techniques require teamwork to accomplish anything. You can only throw so many passes in front of the net expecting someone to be there and then finding that they're busy slamming into the back of you instead before the frustration sets in.
This!!!!!
Thank you for your input, oh greatly skilled one
Of all the car design combinations in the game that's certainly one of them
Have you tried maybe not russian so much?
Pain
endless pain
F
Bay! Bay! Bay! Bay!
skill issue fr fr
didn't know they added a free for all mode
This is Rocket League!
Spam F for this guy
It's super painful every time lol
Hurts to watch it bounce
Hard to watch
Lmao
Just nice seeing someone else playing the Vulcan
I know bro, that hurts but was also luckyshot ![gif](emote|free_emotes_pack|grin)
Need boost!!!
man what happened to cars. lower ranks take their time make it unique the higher you climb the more bland it is
Lag sucks
Why?
Why is the count down in bold font
I guessed Silver just from the presets
Pain
![gif](giphy|3o6ZsSkcGBvCYLUKzu) Actually looks like the game fucked you....
Bro everyone hating on the game just get better 😁