performance band aids
One thing above all else annoys me at the moment. I can deal with the jittery FPS, I've dealt with it in many other games before. I can deal with the rubber banding lag, as once again, I've experienced it before. One thing I cannot tolerate, however, is the server rejecting my client verified hits 50% of the time.
I do not understand the point of calculating client side hits just to light up a crosshair, when in most cases the server refutes the hit and doesn't follow through with it. This is obviously just some problem that I'm sure will be fixed down the line, but I see no point in having to subject ourselves to this irritation for the time being. As a make shift "solution", can the server not just trust that which is determined as a hit on the client side?
I know that, at release, this will not be viable due to potential cheating, but lets be honest, at the moment its built on open LUA. I could probably hack together a makeshift aimbot in a day. I don't think cheating is a big concern at the moment.