fake hits/lagshots problems solved!

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Comments

  • Grouping players by latency > Trying to match different pings together

    If I have 20 ping and someone has 200 ping, their connection cannot get any faster, so ultimately my connection will be slowed to 200 ping in order for our bullet registrations to match up. I don't think it's possible to match pings in this manner, and if it was, every person in the server would have to have the highest ping of all the players. Even then, I'm not convinced that bullet reg would be any better for anyone, but simply worse for players with lower pings originally.

    I know what you're saying with your post; you want servers to process information coming in at different latencies in order to make them match up better in game, but I don't think this is possible except in the manner which I described. Ultimately what you call "lag shots" is the attempt of the server to make up for the difference in what quake called "Instagib," where if you see someone and click on them, the bullet will register regardless of what the other person sees on their screen. If you're a 20 pinger, you have a 180 ms advantage over a 200 pinger if they're peeking a corner, but once you try to hide back away, it's a 180ms advantage for them and you get wall-shot. The pros and cons effectively balance out.

    IMO what this game really needs is custom room options, including ping limits. You could even limit ping to 100 ms variation from your own or something. Much simpler than recoding the way the game processes information.
  • This would screw up the servers....
    How are you gone let everybody have 200 pings? it all depend on people connection... srsly there is no way you can force them to have 200 ping..
  • This would screw up the servers....
    How are you gone let everybody have 200 pings? it all depend on people connection... srsly there is no way you can force them to have 200 ping..

    well, i was thinking everyone would have a 200 (or less) milisecond delay to the servers, so, everyone would be synchronized, making it easier to register the hits.

    and yeah, it could screw up the servers if implemented in a wrong way, so, i posted up another suggestion that could be a temporary sollution to the problems with lag .-.