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KEROSIINI-TERO
The Rainbow Effect
833
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Posted - 2013.11.17 03:33:00 -
[1] - Quote
Instead of creating a system setting forbidding rules, monitoring and enforcing those rules it makes more sense to create the weapons so that inhuman input doesn't benefit from it that much.
I remind that 'modded' controllers are simply autofire mechanic sometimes built in with controllers - something that has happened since the 80's.
Feeling the scanner is too simple and off balance?
The fix:
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KEROSIINI-TERO
The Rainbow Effect
834
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Posted - 2013.11.17 17:46:00 -
[2] - Quote
CuuCH Crusher wrote:KEROSIINI-TERO wrote:Instead of creating a system setting forbidding rules, monitoring and enforcing those rules it makes more sense to create the weapons so that inhuman input doesn't benefit from it that much.
I remind that 'modded' controllers are simply autofire mechanic sometimes built in with controllers - something that has happened since the 80's. We want the game to be fair for all players. People with modded controllers have an obvious advantage because the controller allows them to do things they wouldn't otherwise be able to do. The only way to level the playing field is either ban the use of modded controllers or for CCP to send every player a modded controller. Guess which one is easier. Your solution sounds nice, but it would mean fundamentally changing every single weapon so they don't benefit from inhuman input. Wouldn't it be easier and more efficient to just kick people who use them from the match?
Yes, as fair as possible, we definately agree on that and I suppose majority of playerbase does as well.
but it is not true that those two options are the only ones nor the simplest ones. Setting and maintaining a investigator-judge-executor system to check and penalize HID-to-client inputs would not be a easy or sensible thing to do. I don't believe you even suggested the other option seriously.
I firmly believe that the best way to keep autofire HIDs in balance, would be to set semi auto weapons so that the more frequent the shots are the more there would be scatter/kick/other inaccuracy. And naturally there should not be 'free first shots' as it unbelievably is for normal AR...
CuuCH Crusher wrote:On a side note, just because people have been cheating since the 80's doesn't make it right. You missed the point: it is not cheating. It is very basic functionality. An analogy to car games: One player has DS3 for racing game. The other has steering wheel. It is likely for the wheel user to have at least some advantage.
Feeling the scanner is too simple and off balance?
The fix:
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KEROSIINI-TERO
The Rainbow Effect
834
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Posted - 2013.11.17 18:00:00 -
[3] - Quote
CuuCH Crusher wrote:Rowdy Railgunner wrote:[quote=Knight Soiaire]The only fix they can come up with for that is going to screw over everybody, not just turbo users. If CCP simply monitors button presses, and kicks people who use modded controllers, how does that affect legit players?
Point 1: There is a chance it might accidentally affect legit players
Point 2: There are workarounds for identical keypress monitoring. One way would be to set a macro in following way:
< shot > < 1ms wait > < shot > < 2ms wait > < shot > < 1ms wait > < shot > < 3ms wait > . . .
That macro could be set to last even minutes. Too repetitive? Heck, you could even set the millisecond wait amounts to be digits from pi...
Please note: I'm neither endorsing or judging macro or autofire use.
But I most definately I want to point out flaws in any savior plan before they are implemented - espesially those which might include getting players themselves kicked or even banned!
Feeling the scanner is too simple and off balance?
The fix:
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KEROSIINI-TERO
The Rainbow Effect
834
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Posted - 2013.11.17 18:12:00 -
[4] - Quote
Guildo Crow wrote:. . I'm positive, if and when CCP gets around to fixing the problem it'll have to be recoil determined by number of bullets fired within an interval as opposed to length of time trigger is active.
I'm worried about this new code affecting game performance though. . ..
Mr Crow here is on right tracks. I'm not a professional coder, but I'd believe that handling recoil would be a relatively light client side operation already in effect is some form in most weapons. Might be wrong, though.
Feeling the scanner is too simple and off balance?
The fix:
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