|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
288
|
Posted - 2013.04.06 08:32:00 -
[1] - Quote
Hit detection is currently based on server side, meaning even if you shoot at an enemy dead on on your side of the game (aka your screen/system) you will have to shoot slightly ahead of him in order to make contact because of the time it takes for your system and the server to communicate with eachother, he's slightly ahead.
Now CCP certainly does have legitimate reasons for making hit detection this way, in a game like Dust if someone hacked the game and made an aimbot it could easily destroy thousands of matches (which would probably mean a game-wide rollback) however I believe this is not the answer to that looming threat as it does (for gamers of high-medium caliber) make the game less enjoyable.
I believe the best route for an anti-hack and fair system would be server side damage application. This would mean instead of the player having to compensate for the ping between the system and the server, a system would send the information about what it hit, and before the server applies damage it checks the data. This is a sufficient ant-hacking and enjoyable solution for everyone.
What's your thoughts errybody? |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
288
|
Posted - 2013.04.06 10:13:00 -
[2] - Quote
Nguruthos IX wrote:ALM1GHTY STATIUS wrote:Hit detection is currently based on server side, meaning even if you shoot at an enemy dead on on your side of the game (aka your screen/system) you will have to shoot slightly ahead of him in order to make contact because of the time it takes for your system and the server to communicate with eachother, he's slightly ahead.
Now CCP certainly does have legitimate reasons for making hit detection this way, in a game like Dust if someone hacked the game and made an aimbot it could easily destroy thousands of matches (which would probably mean a game-wide rollback) however I believe this is not the answer to that looming threat as it does (for gamers of high-medium caliber) make the game less enjoyable.
I believe the best route for an anti-hack and fair system would be server side damage application. This would mean instead of the player having to compensate for the ping between the system and the server, a system would send the information about what it hit, and before the server applies damage it checks the data. This is a sufficient ant-hacking and enjoyable solution for everyone.
What's your thoughts errybody? no
no what D: |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
289
|
Posted - 2013.04.06 11:40:00 -
[3] - Quote
xxBIG DIRTYxx wrote:gotta lead your targets, bro's.. adds realism. NP.
Hard to do when the leading is inconsistent. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
291
|
Posted - 2013.04.07 21:56:00 -
[4] - Quote
Laheon wrote:No. Can also lead to lag switching. Hit the lag switch, jump out of cover, shoot someone in the head x5 with a scrambler pistol, jump back in cover, hit the lag switch again, the guy's dead, as the client has told the server that you''ve hit, despite the server never registering you as having jumped out of cover.
Aimbots aren't the only threat.
Lag switches don't work either :D if you try and do this the server registers that you're still around the corner! therefore you cannot hit the target!
(nerco-bump because this needs to be discussed more) |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
291
|
Posted - 2013.04.07 21:57:00 -
[5] - Quote
xxwhitedevilxx M wrote:Isn't it the same system used in MAG? It was good for non laggy games. Still it was sh*t when you played on a battle server far away from you... I mean people dyiing behind cover, me dying behind cover etc.... They should think about something new. This game is going to influence Eve too, they can't let connections to decide the faith of every single game.
Connection is more unfair now then if they changed it to what I say. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
293
|
Posted - 2013.04.08 05:03:00 -
[6] - Quote
Zekain Kade wrote:I like how almighty thinks he knows what he's talking about.
I like how I do know what I'm talking about. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
293
|
Posted - 2013.04.08 06:00:00 -
[7] - Quote
TEXA5 HiTM4N wrote:the solution is to make hit detection client side and have the server side check the client for code that should not be there. this would prevent modders from messing with the client using the client in game. its almost easy to do it with the unreal engine.
You should try reading OP. |
|
|
|