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Thread: Anti-latency (server-side hit detection / correction)

  1. #111
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    fwiw clientside hit det is what you're looking for, as demonstrated by mekhazzio's mutator for red orchestra 2. serverside is the reason for the lead
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  2. #112
    Slightly Insane JackalStomper's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    halo without leading is a very boring game. Suddenly everyone can just bombard people across maps with the pistol. The leading probably added to halo's lifespan for better players imo.
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  3. #113
    Senior Member Rentafence's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    leading is gay and you all know it
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  4. #114
    Venez voir maman. Tnnaas's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Leading is what separated the men from the boys.

    But, yeah, it should probably be removed. It gets weird if I can aim way left of a target with a shotgun and still kill him when we are five feet apart.
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  5. #115
    Senior Member Ryx's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    As much as I despise leading and the "mastering" of it being called "skill", it feels so normal and this far into the game's life it would give some players an unfair advantage, and just wouldn't feel like halo pc.

    tbh even if this is released I wouldn't use it, I'm just so used to leading and this is only a quickfix anyways.
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  6. #116

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by rossmum View Post
    fwiw clientside hit det is what you're looking for, as demonstrated by mekhazzio's mutator for red orchestra 2. serverside is the reason for the lead
    In any game with server side hit detection there's going to be some degree of leading involved, especially as you get into higher pings. It could be reduced greatly from what we see in Halo though.

    There are netcode solutions can eliminate leading entirely, but these come with their own problems. Clientside hit detection is extremely exploitable, people can for instance create lag-scripts which make them almost impossible for other players to hit. You could also do something like Quake 3 insta-unlagged, which stores the previous positions of players for a few ticks, kind of like a ghost trail. That tends to result in a lot of getting shot when you already ran behind a corner though.

    Overall I think leading is the fairest solution for all players. It just requires a little more skill and a better understanding of the game. I'd rather have something that's consistent and reliable than a system where you can get shot clean through walls (Halo 3).
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  7. #117

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    Overall I think leading is the fairest solution for all players.
    lol host advantage vs massive pings
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  8. #118
    Tick Gate 2014 Donut's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    dont dedicated servers eliminate that problem?
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  9. #119

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    lol host advantage vs massive pings
    If you have massive ping you're going to have a bad experience no matter what kind of netcode it is. And there's no host advantage on a dedicated server. I'd rather a system where you can compensate manually than one where people get shot through walls all the time.
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  10. #120

    Re: Anti-latency (server-side hit detection / correction)

    when there's a significant difference in gameplay between someone with 60 ping and someone with 130 ping and there's a huge advantage with lower ping, then yeah I'd say it's definitely the most fair and balanced netcode out there too!

    all those netcodes that try to eliminate all host advantage in matchmaking in games these days to make it fair for both hosts and clients? pshhh fuck those. those aren't as fair and balanced as having to lead anywhere between two to ten feet in front of somebody based on a coin-toss ping that fluctuates from server to server. who cares if a 30 pinger around the same skill range can get perfect headshots on you 90% of the time before you even turn a corner and win 90 percent of pistol fights because strafers and dancers are easier to deal with??

    but in all honesty you know what's the most fair?

    client-side.

    too bad the argument against that is "homg hackerzz" when any game on the planet can be tampered with to allow for an unfair advantage. add votekicking, punkbuster and some decent administration and that shit's done and dealt with.

    in fact halo hacks are some of the hardest to detect since it's all based on what the server says! players could be using super hella 3rd person fov wirefarme wallhack sightjack aimbot extreme and you'd never be able to find out! unless you hack right back and sightjack them!

    also

    Quote Originally Posted by Pooky View Post
    I'd rather have something that's consistent and reliable than a system where you can get shot clean through walls (Halo 3).
    yeah uh you can't fucking get "shot through walls." have you ever killed somebody by firing at a wall they're trying to run behind?

    what's happening is the other player is shooting at you on their end before you take cover, and the game tries to compensate for inevitable network lag and portray the bullet hitting you in the head (which will often be a different angle than where they actually fired), which can sometimes redirect it into a wall.

    a fix for that would be to have you teleport back to the place you got killed on the other player's screen, but then that'd be something else to complain about instead! "DUDE WTF I teleported that's bs I was behind that wall!!" or to have the bullet not redirect at all, Quake 3 style, which would have people going "WHAT THE FUCK that didn't even hit me!!!" when they look at saved films

    but you want to know what it all boils down to that makes their system extremely fair and balanced? the fact that they shot you and they killed you, which is consistent (mostly, excluding a few oddities) between hosts and clients. smack halo 1's system into the ridiculously competitive world of ranked Halo 3 and people would be complaining about hosts not having to lead at all while clients have varying distances to shoot based on whatever their ping is, which would be a huge discrepancy between host and client gameplay, as well as even between clients with varying connections!

    I guess people just need more of an understanding of the game, what it's trying to accomplish and how it works to realize it's not the developer's fault that there's inevitable latency oddities. all these people who complain about getting shot behind walls and getting killed by "bullshit" don't take the time to try to analyze and realize why it's happening. they just want to complain for the sake of complaining about their first-world, eight-hours-worth-of-minimum-wage-priced AAA multi-billion dollar game franchises, because 'MERICA
    Last edited by t3h m00kz; May 10th, 2012 at 08:12 PM. Reason: autism diabetus
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