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Thread Statistics | Show CCP posts - 0 post(s) |
Ourors
Doomheim
130
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Posted - 2012.08.16 09:30:00 -
[1] - Quote
seriously, ccp shanghai, you REALLY have to fix this ASAP. if you're going to leave probably the most important aspect of the game until launch, chances are you're not going to get it fixed by launch.
i would not mind losing a weekend or two if i KNEW hit detection would be perfect afterwards.
if you have to devote your entire staff to this, so be it, it's extremely important that bullets feel like they're hitting something. probably more important than anything else |
Ourors
Doomheim
130
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Posted - 2012.08.16 10:33:00 -
[2] - Quote
LISA MICHELLE WARRIORS wrote:Mine were hitting all of you just fine.. feels much better.. let me put it this way go play a game such as TF2 which has optional hit markers, enable them, then compare it to dust...
go on, give it a try.
it's quite a difference, and this is a very big problem for a shooter |
Ourors
Doomheim
130
|
Posted - 2012.08.16 18:51:00 -
[3] - Quote
Tbone322 wrote:Dumb question, but with hit detection do you mean hit markers or actual hit's doing damage?
The inconsistency of hit markers is whats driving me nuts. Sometimes I see shields depleting but don't get any hit markers, other times I swear I get markers but i'm not doing any damage.
mostly the former, but the latter as well. most of the time i simply will not get hit markers, you can compensate for this by leading your target in proportion to those movement vector, but isn't that kind of the problem? when you shoot a guy, shouldn't it register that you shot THE GUY?
the latter seems more amplified this build, more than a few hit markers don't translate into actual damage on shields or armor, this seems amplified by scouts.
It's strange though, there's so much variation. this could due to two things 1) the hit detection is literally on a per-player basis, and could be caused by subtle fluctuations in latency to the server, i'd have to do tests with controlled ping to be sure
2) the people who say "its fine" just use the lead the target technique, and figure that's how most online games are supposed to feel....when that's completely ridiculous and indicates a possible undercurrent of fanboyism before a game is even released. |
Ourors
Doomheim
130
|
Posted - 2012.08.16 18:56:00 -
[4] - Quote
Avenger 245 wrote: Adding the other 90% of content is important so we can see how it all balances out. .
there's a big problem here hit detection is actually factoring into game balance notice how everyone is specializing in scouts this build? the hit detection issues actually made them STRONGER than they should be. this is where i sort of draw the line, balance is current;y viewed through a skewed lens of bad hit detection.
just think, if they completely fixed hit detection next build, how would things change? quite a bit, right?
i say they should just have hit detection be predominantly client side, hitscan basically, there is little risk of hackers considering how much of an absolute NIGHTMARE it is to put a homebrew ps3 onto the psn network (you're instantly banned most of the time)
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