Quote Originally Posted by t3h m00kz View Post
The most least bullshit game I've ever played network-wise is... ironically, Sauerbraten, which is free and open source, and which I play periodically to this day.

Why is it the least bullshit? Because if you shoot someone, and it hits them, it fucking hits them. Immediately, the game recognizes damage needs to be sent to them. No latency bullshit. The only thing that may happen is they kill you before the damage is sent to them... which is fucking fair. COD3 had similar networking, before Treyarch moved over to whatever the fuck COD4 used. Why they changed it up is beyond me. I fucking hate getting jipped out of a kill because I died before my damage lands ALA Halo 2/3 and every COD game to this day.

Funny how the most popular industry standard games can have absolutely horrid networking and damage registration. I don't know what the fuck they're thinking.

E: Jesus christ, I seem to love the word fuck.
Games don't work like that because that design is retarded. That design, as you describe it, trusts the client. You cannot do this. If the server trusts the client to notify it of damage then it can be exploited. All you need to do is either break the packet security and inject a "hit" packet, or make the client do it for you with a few function calls. You would be able to "shoot" people without even looking at them. The way modern games detect hits is really as good as you can get.