xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
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Posted - 2012.11.16 13:31:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:Filthy creature of all caps, and no punctuation. You disgust me. If you have a problem you actually want fixed, post constructive feedback instead of whatever this is, and next time do it in the right section. Hit detection isn't perfect, but its pretty damn good compared to how it was before, and CCP is still fixing things. Posting an all caps whine thread with so little content will not help things get fixed any faster. People seem to have zero appreciation for how far things have come. True. ^
By the way my two isk: i don't think it's related do the hitbox itself. It might be an issue related to those micro freeze I'm still experiencing (and I'm probably not the one) every ten seconds. But I'm really confident it will be fixed early (maybe even in the next build).
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xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
|
Posted - 2012.11.16 17:45:00 -
[2] - Quote
R F Gyro wrote:I'm new to online FPSs so can someone explain how hit detection works when you've got 3 different computer systems involved?
If Fred is moving around, his PS3 will be sending updates about his position to the server. The server will update its internal model of the battlefield after a short delay, and then send that on to all other players in the match.
Bob is shooting at Fred, so his PS3 will be sending "I shot from this point in this direction at this time" to the server. The server then needs to figure out whether Bob's shot hit Fred, and do so in a way that appears consistent to both of them.
This seems to me like a fundamentally hard thing to get right when there is a non trivial latency in the network communication.
Clearly it is possible to do it reasonably well, as I assume other online FPS games do it; better than Dust anyway, presumably. I'm just interested in the "how".
Also, are people seeing bad hit detection when both target and shooter are not moving at all, either before or after the moment of the shot?
True what you said, the real problem comes when you take account of other factors such as your internal lag in ms (ps3 - router/HAG - router - terminal) and if you don't have at least a DECENT connection (for decent in fps we usually talk about 20 Mbit/sec) you get shots misdetected or undetected at all. I'll take your example: Bob is shooting Fred, but Bob sees Fred with a certain delay let's say for example one step. so Bob is shooting at Fred position, but Fred isn't there anymore!
Edit: oh i forgot: yes i do see bad hit detection even if the target is not moving. I mean, sometimes the shield "lags"...uhm I'm not able to explain better that this...as you may have already noticed my english is not that great xD |