Himiko Kuronaga
SyNergy Gaming
23
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Posted - 2013.03.13 12:16:00 -
[1] - Quote
There are some major redundancies in the hit detection that make it seem unplayably bad at times.
Lets use an early FPS multiplayer example most people are familiar with.... counter-strike.
Hit detection was done server side, and character movement was handled by the client. By default, your weapon would fire on the client side and you wouldn't feel any lag, but you could actually activate a console command to turn off that illusion and see when your weapon was actually firing according to the server.
Server side hit detection with a client side firing illusion, combined with client side character movement compensation which respected the "true" shots when the console command to dispel the illusion was activated, ended up making one of the best netcodes for any FPS out there.
You see, server side hit detection isn't the problem. It's the incompatible formula.
Right now in Dust, you have (GLITCHY) server side hit detection on all weapons. You don't have client-side character movement compensation though, so characters are constantly jinking and janking around. Weapons that spray, like the AR or HMG, fire off on the client side and use the "illusion" of instantaneous fire. Weapons that don't, such as the Burst HMG, Mass Driver, Forge Gun, etc do things more on the server side.
The redundancy comes in when, with a Burst HMG, for example, you hit the fire button, there is a delay, then you fire, and if the game is lagging there is yet another delay (!?), and then the ammo counter goes down to signify when the shot actually took place. There is absolutely no reasonable explaination for why two delays is necessary. You are either showing the weapon firing on the server ONCE, or you're showing the client firing instantly.
If you were firing the AR it would look more like you just fired, and if it was lagging there would be a delay and then the ammo counter would go down. So certain weapons are, by nature, infinitely more difficult to use in a laggy environment because they have literally twice the lag attached to them. The AR, ironically, is not one of them.
It makes no sense and it's just bad code. Why are weapons using inconsistent netcode to begin with? All that does is confuse the player as to how he is supposed to compensate for lag unless he has spent a ridiculous amount of time wrapping his head around every weapon in the game at different stages of lag.
It also messes up balance because no matter what someone with a faultily coded weapon does, his trigger finger will always be twice as slow as someone with an automatic due to that redundancy. |