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getu pfool
D.A.R.K L.E.G.I.O.N
0
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Posted - 2013.04.01 01:16:00 -
[1] - Quote
The lag switch does work in this game huh.... |
Mithridates VI
Circle of Huskarl Minmatar Republic
550
|
Posted - 2013.04.01 01:18:00 -
[2] - Quote
Nope. |
Ryder Azorria
Amarr Templars Amarr Empire
167
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Posted - 2013.04.01 01:21:00 -
[3] - Quote
Well your ISP might have one, but other players? Not a chance in hell (unless they want to lag out their own client and nobody else's). |
Winscar Shinobi
Better Hide R Die
122
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Posted - 2013.04.01 01:22:00 -
[4] - Quote
If you know that kind of stuff you can get something that works like one but doesn't **** you over on a dedicated server game. |
Corn In TheSkidmark
Backstabbers N Cheaters Union
63
|
Posted - 2013.04.01 01:23:00 -
[5] - Quote
Yes it does, but just being some random hack won't help you, You need to have skills to tap this game |
Schalac 17
D3LTA FORC3 Orion Empire
5
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Posted - 2013.04.01 01:26:00 -
[6] - Quote
Winscar Shinobi wrote:If you know that kind of stuff you can get something that works like one but doesn't **** you over on a dedicated server game. A dedicated server is no different than a client that is "dedicated" to the server position in COD or Halo... Yes lag switches work in this game. |
2-Ton Twenty-One
Imperfects Negative-Feedback
389
|
Posted - 2013.04.01 01:29:00 -
[7] - Quote
If you think it works why dont you spend the $15 dollars and prove it? |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1859
|
Posted - 2013.04.01 01:30:00 -
[8] - Quote
If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban. |
Schalac 17
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.01 01:39:00 -
[9] - Quote
Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server.
|
N1ck Comeau
Planetary Response Organisation Test Friends Please Ignore
198
|
Posted - 2013.04.01 01:44:00 -
[10] - Quote
Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server. A lag switch is when a player makes everyone lag but himself by (not sure about this so don't quote me on it) but he spams the server with data and makes it lag.
I'm pretty sure why it won't work on a dedicated server is because you would need a lot of data to spam that most people don't have good enough internet to spam that much |
|
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1861
|
Posted - 2013.04.01 01:49:00 -
[11] - Quote
Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server.
People talked about this months ago. From their description, the lagswitch works best only if the user is in control of the server. Only CCP is in control of that server. On top of that, CCP's battle servers seem to have a habit of kicking players who lag the most. And from what I understand, the lagswitch works by systemically delaying parts of the upload of data while still maintaining constant downloading of data. If that's the case, won't the delay cause you to be kicked? |
Kane Fyea
BetaMax. CRONOS.
126
|
Posted - 2013.04.01 01:53:00 -
[12] - Quote
2-Ton Twenty-One wrote:If you think it works why dont you spend the $15 dollars and prove it? If you do it over wifi it's completely free. |
Schalac 17
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.01 01:56:00 -
[13] - Quote
N1ck Comeau wrote:Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server. A lag switch is when a player makes everyone lag but himself by (not sure about this so don't quote me on it) but he spams the server with data and makes it lag. I'm pretty sure why it won't work on a dedicated server is because you would need a lot of data to spam that most people don't have good enough internet to spam that much Wrong, a lag switch delays traffic to the server from your client. This allows you to move to a new position or fire off several rounds while the traffic is being delayed. Once the delay is over the traffic is sent to the server all at once and results in your character "teleporting" to a new location or OHK what you were shooting at.
A "dedicated server" is just a name for a client that is "dedicated" to running the game. There is essentially no difference than a game like COD or Halo where one of the connected clients is selected to be the server for the round.
Also, a lag switch is basically free to make if you have a spare breaker and knowledge of what wires to splice for the breaker to be placed on. |
Kane Fyea
BetaMax. CRONOS.
126
|
Posted - 2013.04.01 02:00:00 -
[14] - Quote
Maken Tosch wrote:Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server. People talked about this months ago. From their description, the lagswitch works best only if the user is in control of the server. Only CCP is in control of that server. On top of that, CCP's battle servers seem to have a habit of kicking players who lag the most. And from what I understand, the lagswitch works by systemically delaying parts of the upload of data while still maintaining constant downloading of data. If that's the case, won't the delay cause you to be kicked? That's the thing with lag switches, youcant keep them on for very long or you'll be kicked whether your the host or not. You have to time it so you don't get kicked.. |
Schalac 17
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.01 02:02:00 -
[15] - Quote
Maken Tosch wrote:Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server. People talked about this months ago. From their description, the lagswitch works best only if the user is in control of the server. Only CCP is in control of that server. On top of that, CCP's battle servers seem to have a habit of kicking players who lag the most. And from what I understand, the lagswitch works by systemically delaying parts of the upload of data while still maintaining constant downloading of data. If that's the case, won't the delay cause you to be kicked? Yes, if you are the host of a game it will work better. Although it will still work even if you are not the host. Also, times that you would use it would be in second intervals, most times this will not be enough of a desync to have the server stop responding to you. While at the same time it can and does throw people off on their aiming when you teleport 5-10 meters away from where you were standing after the sync. |
Lance 2ballzStrong
SyNergy Gaming
1025
|
Posted - 2013.04.01 02:04:00 -
[16] - Quote
Smh
Lag switches ONLY function on a P2P server, Player to Player, like lolCoD. It doesn't work on dedicated servers...it makes you lag, but you alone. If you wanna do that, may as well just download something while playing >.> |
Schalac 17
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.01 02:06:00 -
[17] - Quote
Lance 2ballzStrong wrote:Smh
Lag switches ONLY function on a P2P server, Player to Player, like lolCoD. It doesn't work on dedicated servers...it makes you lag, but you alone. If you wanna do that, may as well just download something while playing >.> Except COD isn't P2P, it is server>client. |
Kane Fyea
BetaMax. CRONOS.
126
|
Posted - 2013.04.01 02:06:00 -
[18] - Quote
Schalac 17 wrote:N1ck Comeau wrote:Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server. A lag switch is when a player makes everyone lag but himself by (not sure about this so don't quote me on it) but he spams the server with data and makes it lag. I'm pretty sure why it won't work on a dedicated server is because you would need a lot of data to spam that most people don't have good enough internet to spam that much Wrong, a lag switch delays traffic to the server from your client. This allows you to move to a new position or fire off several rounds while the traffic is being delayed. Once the delay is over the traffic is sent to the server all at once and results in your character "teleporting" to a new location or OHK what you were shooting at. A "dedicated server" is just a name for a client that is "dedicated" to running the game. There is essentially no difference than a game like COD or Halo where one of the connected clients is selected to be the server for the round. Also, a lag switch is basically free to make if you have a spare breaker and knowledge of what wires to splice for the breaker to be placed on. Lag switches in this game work but not how you want them. In this game your shots and movements are tracked by the server not your internet. So lets say your running and turn it on wherever you were when you turn it on is where everyone else sees you. If they shoot you while it happens you wont recieve damage until you stop it.... but the thing is that the bullets are still registered server side so you will still be dead even if your across the map from where you started... So in turn lag switches are pretty useless in this game. |
Schalac 17
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.01 02:32:00 -
[19] - Quote
Kane Fyea wrote:Schalac 17 wrote:N1ck Comeau wrote:Schalac 17 wrote:Maken Tosch wrote:If by work you mean technically functioning, yeah. It works.
If by work you mean technically functioning without being a hindrance to the user, no. It doesn't work. Not on a dedicated server like Tranquillity. Also, doing such a thing is punishable by permaban.
Edit: especially if the lagswitch does anything to modify the client or the link between client and the server. Can you even tell me what a lag switch does in a FPS? And please explain why you think that it won't work on a dedicated server. A lag switch is when a player makes everyone lag but himself by (not sure about this so don't quote me on it) but he spams the server with data and makes it lag. I'm pretty sure why it won't work on a dedicated server is because you would need a lot of data to spam that most people don't have good enough internet to spam that much Wrong, a lag switch delays traffic to the server from your client. This allows you to move to a new position or fire off several rounds while the traffic is being delayed. Once the delay is over the traffic is sent to the server all at once and results in your character "teleporting" to a new location or OHK what you were shooting at. A "dedicated server" is just a name for a client that is "dedicated" to running the game. There is essentially no difference than a game like COD or Halo where one of the connected clients is selected to be the server for the round. Also, a lag switch is basically free to make if you have a spare breaker and knowledge of what wires to splice for the breaker to be placed on. Lag switches in this game work but not how you want them. In this game your shots and movements are tracked by the server not your internet. So lets say your running and turn it on wherever you were when you turn it on is where everyone else sees you. If they shoot you while it happens you wont recieve damage until you stop it.... but the thing is that the bullets are still registered server side so you will still be dead even if your across the map from where you started... So in turn lag switches are pretty useless in this game. Also you can use a kind of lag switch through wifi... All you do is send multiple large packets in a short period of time And if you turn it on while under cover, then burst out firing rounds into your enemy and then release the traffic... That right there is a one second headstart in a game of milliseconds. I have been playing FPS since the dawn of the internet. I understand how these things work.
Please, everyone, do some research on the subject before you just blurt out, NU-UH IT DON'T WORK ON DEDICATED SERVERS!!!
|
Altina McAlterson
TRUE TEA BAGGERS
447
|
Posted - 2013.04.01 02:43:00 -
[20] - Quote
I know enough to understand what is being said but not enough to make declarative statements so don't think I"m trying to prove or disprove anything.
But when you play aren't you looking at the game as the server sees it? So if you spam it with upload data won't that prevent it from updating your position causing you to be unable to move until the server catches up?
EDIT: "As the server sees it" is horrible wording but it's the best I could do on so little sleep at the moment. |
|
Kane Fyea
BetaMax. CRONOS.
127
|
Posted - 2013.04.01 02:51:00 -
[21] - Quote
Schalac 17 wrote:Kane Fyea wrote:Schalac 17 wrote:N1ck Comeau wrote:[quote=Schalac 17] A lag switch is when a player makes everyone lag but himself by (not sure about this so don't quote me on it) but he spams the server with data and makes it lag.
I'm pretty sure why it won't work on a dedicated server is because you would need a lot of data to spam that most people don't have good enough internet to spam that much Wrong, a lag switch delays traffic to the server from your client. This allows you to move to a new position or fire off several rounds while the traffic is being delayed. Once the delay is over the traffic is sent to the server all at once and results in your character "teleporting" to a new location or OHK what you were shooting at. A "dedicated server" is just a name for a client that is "dedicated" to running the game. There is essentially no difference than a game like COD or Halo where one of the connected clients is selected to be the server for the round. Also, a lag switch is basically free to make if you have a spare breaker and knowledge of what wires to splice for the breaker to be placed on. Lag switches in this game work but not how you want them. In this game your shots and movements are tracked by the server not your internet. So lets say your running and turn it on wherever you were when you turn it on is where everyone else sees you. If they shoot you while it happens you wont recieve damage until you stop it.... but the thing is that the bullets are still registered server side so you will still be dead even if your across the map from where you started... So in turn lag switches are pretty useless in this game. Also you can use a kind of lag switch through wifi... All you do is send multiple large packets in a short period of time And if you turn it on while under cover, then burst out firing rounds into your enemy and then release the traffic... That right there is a one second headstart in a game of milliseconds. I have been playing FPS since the dawn of the internet. I understand how these things work. Please, everyone, do some research on the subject before you just blurt out, NU-UH IT DON'T WORK ON DEDICATED SERVERS!!! This has nothing to do with the FPS genre. You can lagswitch in any game that uses client based hosting. This game uses server based hosting.
Also your scenario is wrong. Your bullets wont register on the guy your shooting at (unless that guy is standing at the same exact place when you disable the lagswitch which is highly unlikely) because the server registers your bullet packets where you shoot them. Trust me I know what i'm talking about.
Also I suggest to you to do some research on how packets work. I've been fking with packets since socom on psp. Hell even on the ps2. |
Garrett Blacknova
Codex Troopers
2302
|
Posted - 2013.04.01 02:55:00 -
[22] - Quote
It's not that dedicated servers prevent a lag-switch from working.
They prevent SOME lag-switches from working.
What prevents the ones that work on other games from working on DUST is the fact that everything is tracked and verified server-side, so when you lag-switch and desync yourself from the server, it keeps telling your client where you REALLY are, and resets any movement data your client has been trying to send to the server that got held up by the lag-switch.
So while lag-switching, you freeze in place as a nice obvious easy target for everyone, and you keep getting rubber-banded back to where you were when you turned the switch on. |
Kane Fyea
BetaMax. CRONOS.
127
|
Posted - 2013.04.01 02:56:00 -
[23] - Quote
Altina McAlterson wrote:I know enough to understand what is being said but not enough to make declarative statements so don't think I"m trying to prove or disprove anything.
But when you play aren't you looking at the game as the server sees it? So if you spam it with upload data won't that prevent it from updating your position causing you to be unable to move until the server catches up?
EDIT: "As the server sees it" is horrible wording but it's the best I could do on so little sleep at the moment. When you lagswitch your stopping your internet from downloading and uploading packets. The packets are still there they are just not sent until you stop the lagswitch. So for example, if you start a lag switch and move across the map then start it again you'll be where you stopped it because when you disable it it sends all of these packets all at once. |
Kane Fyea
BetaMax. CRONOS.
127
|
Posted - 2013.04.01 02:58:00 -
[24] - Quote
Garrett Blacknova wrote:It's not that dedicated servers prevent a lag-switch from working.
They prevent SOME lag-switches from working.
What prevents the ones that work on other games from working on DUST is the fact that everything is tracked and verified server-side, so when you lag-switch and desync yourself from the server, it keeps telling your client where you REALLY are, and resets any movement data your client has been trying to send to the server that got held up by the lag-switch.
So while lag-switching, you freeze in place as a nice obvious easy target for everyone, and you keep getting rubber-banded back to where you were when you turned the switch on. No it appears you are standing in one place when really on your screen you'll be across the map. This is because your not uploading any packets so the server cant tell everyone else where you are. |
low genius
The Sound Of Freedom Renegade Alliance
6
|
Posted - 2013.04.01 03:00:00 -
[25] - Quote
getu pfool wrote:The lag switch does work in this game huh....
yeah... this isn't peer to peer, dude. i've seen some lag in game, but a lag switch is a bit different than the anomalies i see. |
Kane Fyea
BetaMax. CRONOS.
127
|
Posted - 2013.04.01 03:01:00 -
[26] - Quote
The only way this game can be hacked is through live packet modification. But that can get you banned VERY easily. (I'm not talking about being just banned from dust but from psn too)
Also, unless CCP are complete dumbasses, packets are highly encrypted so unless you decrypt it you can't do packet modification. |
Garrett Blacknova
Codex Troopers
2302
|
Posted - 2013.04.01 03:05:00 -
[27] - Quote
Kane Fyea wrote:Garrett Blacknova wrote:It's not that dedicated servers prevent a lag-switch from working.
They prevent SOME lag-switches from working.
What prevents the ones that work on other games from working on DUST is the fact that everything is tracked and verified server-side, so when you lag-switch and desync yourself from the server, it keeps telling your client where you REALLY are, and resets any movement data your client has been trying to send to the server that got held up by the lag-switch.
So while lag-switching, you freeze in place as a nice obvious easy target for everyone, and you keep getting rubber-banded back to where you were when you turned the switch on. No it appears you are standing in one place when really on your screen you'll be across the map. This is because your not uploading any packets so the server cant tell everyone else where you are. No, because while you're trying to move, the server keeps telling your client that you're still where you turned the switch on. That resets your position back to that location every time.
Also, where the server says you are is where you are for everyone to shoot you, regardless of what your client thinks.
That's what server-side MEANS. And that's why DUST isn't very friendly to lag-switches. |
Cody Sietz
The Tritan Industries
68
|
Posted - 2013.04.01 03:09:00 -
[28] - Quote
Are lag switchs the things that make the guy your shooting at bounce and sputter when you get near them? |
Kane Fyea
BetaMax. CRONOS.
127
|
Posted - 2013.04.01 03:11:00 -
[29] - Quote
Nevermind. |
Kane Fyea
BetaMax. CRONOS.
127
|
Posted - 2013.04.01 03:13:00 -
[30] - Quote
Cody Sietz wrote:Are lag switchs the things that make the guy your shooting at bounce and sputter when you get near them? That's probably normal lag. |
|
Tyrin Tonious
Wraith Shadow Guards
8
|
Posted - 2013.04.01 03:14:00 -
[31] - Quote
People are funny, LMFAO, with a game like Dust, being server side and not host dedicated, lag-switches won't work and will either get you killed quickly or when server is counting "time out" time durring desync, you'll be kicked off the server, maybe even completely off of Tranquility.
Good luck and I hope many a disconnections occur for you lag-switching users |
Altina McAlterson
TRUE TEA BAGGERS
447
|
Posted - 2013.04.01 03:20:00 -
[32] - Quote
Kane Fyea wrote:Altina McAlterson wrote:I know enough to understand what is being said but not enough to make declarative statements so don't think I"m trying to prove or disprove anything.
But when you play aren't you looking at the game as the server sees it? So if you spam it with upload data won't that prevent it from updating your position causing you to be unable to move until the server catches up?
EDIT: "As the server sees it" is horrible wording but it's the best I could do on so little sleep at the moment. When you lagswitch your stopping your internet from downloading and uploading packets. The packets are still there they are just not sent until you stop the lagswitch. So for example, if you start a lag switch and move across the map then start it again you'll be where you stopped it because when you disable it it sends all of these packets all at once. What I'm asking is if your client stops receiving data from the server why wouldn't you freeze in place?
When I press forward does my character move and then send the new position to the server or does the console simply send the desired command and the server then moves my character forward? I was under the impression that the game itself is on the server and the PS3 just renders it? I'm sure it does a few other things, but you know what I mean.
|
Garrett Blacknova
Codex Troopers
2303
|
Posted - 2013.04.01 03:52:00 -
[33] - Quote
Altina McAlterson wrote:Kane Fyea wrote:When you lagswitch your stopping your internet from downloading and uploading packets. The packets are still there they are just not sent until you stop the lagswitch. So for example, if you start a lag switch and move across the map then start it again you'll be where you stopped it because when you disable it it sends all of these packets all at once. What I'm asking is if your client stops receiving data from the server why wouldn't you freeze in place? When I press forward does my character move and then send the new position to the server or does the console simply send the desired command and the server then moves my character forward? I was under the impression that the game itself is on the server and the PS3 just renders it? I'm sure it does a few other things, but you know what I mean. If you use a lag switch, the server stops tracking what you're doing for the duration of it.
Lag-switches that block data both ways disconnect you from the server really fast (except in a player-hosted game, in which case you have to be the host to get away with it, and sometimes even then it'll drop half your players). That means you have a VERY limited (less than a second, usually) window in which to actually do anything.
If it's one that only blocks outgoing data, the benefit is almost entirely limited to use in a game with client-side tracking. DUST doesn't give you much - if any - benefit. In a game where client-side actually handles important stuff, when you activate the switch, it stops you moving according to the server. You activate it before stepping out into the open, then you walk out in front of the enemy, and according to the server, you're still behind the wall, so they don't see you. You shoot them, and you're still behind the wall, untouchable, and because the data isn't being sent, nobody takes any damage.
Then, when the switch cuts you back in, all the data of what you did gets sent to the server, and the game tells everyone you shot them in the heads, then updates you to where your client says you were.
Because DUST handles everything server-side, this doesn't work.
Your client sends data, which is blocked by the lag-switch.
The server tells you "you're here" based on the last location it saw you, and invalidates any actions you've supposedly taken up to that point while lag-switched.
In a client-side game, you look like you're staying put for a few seconds, then all your actions happen in a rush like you have super-speed. On your screen, you walk out and murder everyone calmly and without needing to worry about them shooting back. In DUST, you look like you're staying put for a few seconds, then step out into the open and fire a few wild shots. On your screen, you step out, maybe get to line up and fire a shot, which registers as a blue shield flash, but doesn't deal any damage because the server wipes that supposed shot by saying "you're still over there" to the client, which resets you back to being behind the wall and in no position to shoot anyone, and then you try and step out again and mabe this time you don't even get a shot off before being thrown back to where the server last saw you. |
DJINN leukoplast
Hellstorm Inc League of Infamy
362
|
Posted - 2013.04.01 04:33:00 -
[34] - Quote
Kane Fyea wrote: A dedicated server is no different than a client that is "dedicated" to the server position in COD or Halo... Yes lag switches work in this game.
Technically you can lag a dedicated server... But you need to host it to do it... Or hack it.[/quote]
Killzone 2 had dedicated servers hosted by Sony, and anybody and their grandmother could use a lag switch on the game (granted they knew how to cut a wire and attach thus wire to a light switch). KZ2 had full blown lag switch capabilities too, flip the switch, run around, shoot some frozen people in the head, flip it back they all drop dead and you teleport across the map.
I haven't tried lag switching in Dust, probably never will due to potential banning. But I can tell you, when my household bandwidth is taxed and I am playing Dust, the game is almost unplayable. Constantly rubber banding and getting stuck on objects, all blue-shields all the time, still getting hit while behind cover even though I have been in cover for several seconds, etc etc etc.
While there has been several dubious kills on me in this game, I seriously doubt any lag switch is able to function in a positive way in Dust. Perhaps it is possible with 555 timers and shorting wires, but I'm certainly not going to try.
|
Ten-Sidhe
Osmon Surveillance Caldari State
439
|
Posted - 2013.04.01 07:38:00 -
[35] - Quote
If the calculations are done server side, the switch won't work. If the server is dedicated, but each client does all the calculations locally the switch would work since it would just send all the packets at once and teleport around.
Client side calculation has less lag and easier on server hardware if any, lag switches work. Server side calculation has more lag, but harder to cheat without hacking into the server.
Dust does to calculations on the server and overrides the client if there is a conflict between them, like the rubber banding back when lagging.
If there is a dedicated server, but client does calcs and server trusts data sent to it, lag switches sending packets all at once would allow tele-porting around and firing whole magazine of sniper shots at same time and other nonsense. Sad to hear Killzone 2 did it like this, picked it up used recently and haven't tried online play yet.
Peer to peer with a host player that is the server, if calcs are done server side only host can lag switch and if done client side all could use lag switch. Host could do all kinds of hacks to see through walls, lag switch to freeze enemy movement when aiming, ect.. I try avoiding games that use this system.
A lag switch in dust would make your shots not fire while it is on and all movement would rubberband back to starting point when it reconnected. Other players would see you standing still doing nothing, and their shots would register. When you turn lag switch off your client would find out about the damage you took and update your health. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
55
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Posted - 2013.04.01 09:37:00 -
[36] - Quote
Some people are correct on this page. Gj community!
Ez mode for people who don't know networks:
Server is king, you do what he says. Imagine your player is a remote control car, driving about happily until the remote cuts off, where it stops until you get new batteries. Every time you pressed a button since it stopped is ignored, and you continue from where you were. |
DJINN leukoplast
Hellstorm Inc League of Infamy
365
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Posted - 2013.04.01 11:17:00 -
[37] - Quote
Ten-Sidhe wrote:If the calculations are done server side, the switch won't work. If the server is dedicated, but each client does all the calculations locally the switch would work since it would just send all the packets at once and teleport around.
Client side calculation has less lag and easier on server hardware if any, lag switches work. Server side calculation has more lag, but harder to cheat without hacking into the server.
Dust does to calculations on the server and overrides the client if there is a conflict between them, like the rubber banding back when lagging.
If there is a dedicated server, but client does calcs and server trusts data sent to it, lag switches sending packets all at once would allow tele-porting around and firing whole magazine of sniper shots at same time and other nonsense. Sad to hear Killzone 2 did it like this, picked it up used recently and haven't tried online play yet.
Peer to peer with a host player that is the server, if calcs are done server side only host can lag switch and if done client side all could use lag switch. Host could do all kinds of hacks to see through walls, lag switch to freeze enemy movement when aiming, ect.. I try avoiding games that use this system.
A lag switch in dust would make your shots not fire while it is on and all movement would rubberband back to starting point when it reconnected. Other players would see you standing still doing nothing, and their shots would register. When you turn lag switch off your client would find out about the damage you took and update your health.
It was fixed in Killzone 3, but not sure if KZ2 still has the same vulnerability or not. Haven't played that game online for several years now (was one of the best online FPS games of its time though, CCP could learn a thing or two from KZ2's Warzone mode). Also, KZ2 and Dust were/are the only FPS online games on PS3 that I have played which allowed in-game music!
I played KZ2 from release for quite a while, and surprisingly there was very few who realized such a vulnerability existed. Probably due to the majority of players coming from COD and not realizing lag switching worked (since it doesn't in COD unless you are host).
But wow, lag switching in KZ2 was so easy, and using a few key techniques I was able to customize the lag. I could freeze other players for myself, while to them I was still moving normally. Which made stealth lag switching very easy to pull off. Only tip-off was the massive multi-kills I managed to get in a split second when I re-connected (think orbitals) .
Could only pull off a 4-6 second lag window without being disconnected, but if timed right, I could do massive damage (frozen targets + headshots = win).
Yes it was dirty rotten cheating, but as the saying goes... power corrupts, and absolute power corrupts absolutely. I had the ability to take out anybody I wanted when I wanted, and while I played normally 98% of the time and refrained as much as I could from using my power, if I got to my breaking point, then I would resort to dirty tactics to fulfill my revenge. No mercy.
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