Client-side hitreg
Kopikat
Join Date: 2012-09-06 Member: 158170Members
Title. Before any balance changes are made, the core mechanics have to work properly...and currently they really don't. You can dump an entire clip of the LMG into a Skulk with the hit marker confirming that every shot landed, but the Skulk will survive and tear your face off. It's worse on the higher lifeforms because they have so much more health; shots not registering leads to horrible death.
Even if it means that every Alien needs a health boost, I think hitreg should be shifted clientside so you know that when you're shooting something, you're actually <i>hitting</i> it too.
Even if it means that every Alien needs a health boost, I think hitreg should be shifted clientside so you know that when you're shooting something, you're actually <i>hitting</i> it too.
Comments
You'd see blood after 0.5s, always correctly (no false positives). Current settings reduces latency at the cost being wrong sometimes (when client has inaccurate data).
<!--quoteo(post=1975870:date=Sep 11 2012, 01:00 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Sep 11 2012, 01:00 PM) <a href="index.php?act=findpost&pid=1975870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
You'd see blood after 0.5s, always correctly (no false positives). Current settings reduces latency at the cost being wrong sometimes (when client has inaccurate data).<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--QuoteEnd--></div><!--QuoteEEnd-->
Personally I'd support the former. I care more about accurate feedback over slightly quicker feedback.
As Typhon points out, client-side hitreg is poor due to security reasons.
And you get stupid ###### like BF3 case <a href="http://www.youtube.com/watch?feature=player_embedded&v=Zn8CSnCu41Y" target="_blank">1</a> <a href="http://www.youtube.com/watch?feature=player_embedded&v=OV9loU7dbzM#" target="_blank">2</a>!
Right.
I 1) don't want it to be changed to client-side hitreg and 2) would prefer hit feedback to be server-side since I prefer accurate feedback over slightly better latency on my feedback.
And you get stupid ###### like BF3 case <a href="http://www.youtube.com/watch?feature=player_embedded&v=Zn8CSnCu41Y" target="_blank">1</a> <a href="http://www.youtube.com/watch?feature=player_embedded&v=OV9loU7dbzM#" target="_blank">2</a>!<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait...whats wrong with that...your knocking my 1337 knifing skills and nerfing the skill level :P
ahahaha
That is why we dont like client side hit reg...anyone who wants to trust one person instead of a server is a fool.
Sorry but there is enough of the BS client side hacking in BF...atleast server side means they have to leave spawn to hack.
Hit reg is not that bad, I really wonder how kids would have coped playing the old wolf 3d or how they would have coped in dial up.
Only if you're playing with a ping of 250ms. For reasonable pings, you'd have very small delays.
<!--quoteo(post=1975945:date=Sep 11 2012, 06:35 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Sep 11 2012, 06:35 PM) <a href="index.php?act=findpost&pid=1975945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right.
I 1) don't want it to be changed to client-side hitreg and 2) would prefer hit feedback to be server-side since I prefer accurate feedback over slightly better latency on my feedback.<!--QuoteEnd--></div><!--QuoteEEnd-->
And as spellman notes, I'd much rather have a little delay on the hit indicators in exchange for them actually being <u>accurate</u>. IIRC, blood splatters in NS1 were serverside, so you always knew how accurate you were really being, instead of how accurate you might have been.