Client-side hitreg

KopikatKopikat 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.

Comments

  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    Hitreg is improving every build in my experience. I think some faith in UWE is in place and people should really wait and see. If it's still bad at launch, then you can complain all you want imho.
  • IllidanIllidan Join Date: 2003-08-17 Member: 19861Members
    Hopefully you are right! :-/ Hitregs shouldn't be on client side btw., but currently I as well recognize that the hit registration is far from being good. I hope UWE keeps improving it until release :-)
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Hitreg can't really be client side for security reasons, but what might help is if hit indicators were also server side, so you don't get a disconnect between hit indicators and actual hit reg.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    You would get the latency as well if the prediction hitreg indicator were to be removed.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    <!--quoteo(post=1975829:date=Sep 11 2012, 08:09 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Sep 11 2012, 08:09 PM) <a href="index.php?act=findpost&pid=1975829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hitreg can't really be client side for security reasons, but what might help is if hit indicators were also server side, so you don't get a disconnect between hit indicators and actual hit reg.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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).
  • JowJow Join Date: 2011-06-23 Member: 106032Members
    Client side hitreg is a bad, bad idea.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1975829:date=Sep 11 2012, 11:09 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Sep 11 2012, 11:09 AM) <a href="index.php?act=findpost&pid=1975829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hitreg can't really be client side for security reasons, but what might help is if hit indicators were also server side, so you don't get a disconnect between hit indicators and actual hit reg.

    <!--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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    There is no client side hitreg though, it's just client side predicitons
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    edited September 2012
    What security issues are there with client side hitreg? I've played on a number of games that had it and the only real problem was the fact that people with Sniper Rifles could shoot you around corners if they were lagging. But there are no SR's in NS, so....
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2012
    If the client is responsible for valid data going back to the server, this "valid data" could be doctored. That is why you do not see client side hitreg in a game that wants to take itself serious on a competitive level, or serious in general... Doing this on the server is the only sure-fire way to get actual accurate data.

    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>!
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1975907:date=Sep 11 2012, 02:16 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 11 2012, 02:16 PM) <a href="index.php?act=findpost&pid=1975907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no client side hitreg though, it's just client side predicitons<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1975931:date=Sep 12 2012, 08:57 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 12 2012, 08:57 AM) <a href="index.php?act=findpost&pid=1975931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the client is responsible for valid data going back to the server, this "valid data" could be doctored. That is why you do not see client side hitreg in a game that wants to take itself serious on a competitive level, or serious in general... Doing this on the server is the only sure-fire way to get actual accurate data.

    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.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    <!--quoteo(post=1975870:date=Sep 11 2012, 04:00 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Sep 11 2012, 04:00 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-->
    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.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    Funny because I have no problem hitting skulks.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    if i understand it, ns2 runs in that it has clientside hitreg AND serverside hitreg, so if one of them doesnt match up, you didnt hit budd. or at least thats the way the game feels.
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