fake hits/lagshots problems solved!
How about putting everyone with 200 ping to the servers?
lemme explain, firstly, you may know why i'm suggesting this crazy stuff.
the biggest issue, that causes many other issues in CF, is the latency difference between all the players, wich makes people do fake hits and stuff, like, differente reaction times (looks like some people are walling), and all the complicated FPS game issues based on the latency difference.
So, the cause of that is:
when you are playing at 100 ping from the server, and another player is playing at 10 ping from the server, the information will reach out the players with the smaller pings, so, they'll have more time to react (in this case, 190 miliseconds more, an average reaction time to a human being, so, before the other player could think in react, he was already dead...)wich will cause a difference into the position as well, players with bigger pings will be "late" to the servers, so, their positions will be shown as they were moments before in the high pinger's PC, so, this can cause the system to simply ignore the hit that the player did:
Comp1(low ping) - Server - comp2(high ping)
comp 1 sends a message saying: i hit comp2 at this time, at that position
the server procceeds and asks to comp2 where it was at that time, the comp2 will answer a different position than the indicated on the comp1 because it was ahead that position, but the latency prevented the server to move him in the comp1's screen, so, that hit will not count, since they were no hitboxes in that space at that moment, wich defines the "fake hit".
Another problem is the lagshot, wich is the contrary, a late person hits a early player, (high pinger hits the low pinger).
Comp1(high ping) - Server - Comp2(low ping)
comp1 sends the message: i hit comp2 at that position, but the comp2 was already behind cover, so, the information of the hit will arrive lately and the server can count it as a hit, so, the comp2 player will see his char being hit behind cover, wich wasn't possible, or plausible at the moment.
these two problems can affect every player in CF, causing what they call "tankers" and "laghitters".
just a detail, but many people who plays with a high ping tend to think that the game isn't fair for them, so it encourages the players with high pings to search for an advantage to overcome the latency problems, but those advantages will be cheats, so solving this problem will solve the problem with some of the cheaters.
What i'm suggesting is, make all the players play at an stable latency from the servers, so they'll be like playing at the same time, the server will have to be adapted to receive and send the informations of the low pingers with a delay, so they'll have the same latency as the high pingers, that latency cap, will be stabilished at one limit, the one that the server can handle, like, 200 ping, is a reasonable latency cap, since many of the laggers won't pass this without having a really shippy internet connection.
So, the server will capture all the informations at the same time and it'll send all the informations at the same time, then the players will be correctly placed and timed in every match, so, the server can count all the hits, and the high pingers will receive the information at the same time as the low pingers, so, no more fake hackusations (walling, chamming, etc) and no more "laghits" since the low pinger being behind the cover is being shown to the high pingers at real time.
i don't think this will be an easy task to do, since i do not programm anything, but it's just a concept idea wich could help the system to deal with the ping differences...
so, let's play, everybody at 200 ping? ;P
thank you for reading, this is T4K3TH4T with another crazy idea ^^
lemme explain, firstly, you may know why i'm suggesting this crazy stuff.
the biggest issue, that causes many other issues in CF, is the latency difference between all the players, wich makes people do fake hits and stuff, like, differente reaction times (looks like some people are walling), and all the complicated FPS game issues based on the latency difference.
So, the cause of that is:
when you are playing at 100 ping from the server, and another player is playing at 10 ping from the server, the information will reach out the players with the smaller pings, so, they'll have more time to react (in this case, 190 miliseconds more, an average reaction time to a human being, so, before the other player could think in react, he was already dead...)wich will cause a difference into the position as well, players with bigger pings will be "late" to the servers, so, their positions will be shown as they were moments before in the high pinger's PC, so, this can cause the system to simply ignore the hit that the player did:
Comp1(low ping) - Server - comp2(high ping)
comp 1 sends a message saying: i hit comp2 at this time, at that position
the server procceeds and asks to comp2 where it was at that time, the comp2 will answer a different position than the indicated on the comp1 because it was ahead that position, but the latency prevented the server to move him in the comp1's screen, so, that hit will not count, since they were no hitboxes in that space at that moment, wich defines the "fake hit".
Another problem is the lagshot, wich is the contrary, a late person hits a early player, (high pinger hits the low pinger).
Comp1(high ping) - Server - Comp2(low ping)
comp1 sends the message: i hit comp2 at that position, but the comp2 was already behind cover, so, the information of the hit will arrive lately and the server can count it as a hit, so, the comp2 player will see his char being hit behind cover, wich wasn't possible, or plausible at the moment.
these two problems can affect every player in CF, causing what they call "tankers" and "laghitters".
just a detail, but many people who plays with a high ping tend to think that the game isn't fair for them, so it encourages the players with high pings to search for an advantage to overcome the latency problems, but those advantages will be cheats, so solving this problem will solve the problem with some of the cheaters.
What i'm suggesting is, make all the players play at an stable latency from the servers, so they'll be like playing at the same time, the server will have to be adapted to receive and send the informations of the low pingers with a delay, so they'll have the same latency as the high pingers, that latency cap, will be stabilished at one limit, the one that the server can handle, like, 200 ping, is a reasonable latency cap, since many of the laggers won't pass this without having a really shippy internet connection.
So, the server will capture all the informations at the same time and it'll send all the informations at the same time, then the players will be correctly placed and timed in every match, so, the server can count all the hits, and the high pingers will receive the information at the same time as the low pingers, so, no more fake hackusations (walling, chamming, etc) and no more "laghits" since the low pinger being behind the cover is being shown to the high pingers at real time.
i don't think this will be an easy task to do, since i do not programm anything, but it's just a concept idea wich could help the system to deal with the ping differences...
so, let's play, everybody at 200 ping? ;P
thank you for reading, this is T4K3TH4T with another crazy idea ^^
Comments
-
How about putting everyone with 200 ping to the servers?
lemme explain, firstly, you may know why i'm suggesting this crazy stuff.
the biggest issue, that causes many other issues in CF, is the latency difference between all the players, wich makes people do fake hits and stuff, like, differente reaction times (looks like some people are walling), and all the complicated FPS game issues based on the latency difference.
So, the cause of that is:
when you are playing at 100 ping from the server, and another player is playing at 10 ping from the server, the information will reach out the players with the smaller pings, so, they'll have more time to react (in this case, 190 miliseconds more, an average reaction time to a human being, so, before the other player could think in react, he was already dead...)wich will cause a difference into the position as well, players with bigger pings will be "late" to the servers, so, their positions will be shown as they were moments before in the high pinger's PC, so, this can cause the system to simply ignore the hit that the player did:
Comp1(low ping) - Server - comp2(high ping)
comp 1 sends a message saying: i hit comp2 at this time, at that position
the server procceeds and asks to comp2 where it was at that time, the comp2 will answer a different position than the indicated on the comp1 because it was ahead that position, but the latency prevented the server to move him in the comp1's screen, so, that hit will not count, since they were no hitboxes in that space at that moment, wich defines the "fake hit".
Another problem is the lagshot, wich is the contrary, a late person hits a early player, (high pinger hits the low pinger).
Comp1(high ping) - Server - Comp2(low ping)
comp1 sends the message: i hit comp2 at that position, but the comp2 was already behind cover, so, the information of the hit will arrive lately and the server can count it as a hit, so, the comp2 player will see his char being hit behind cover, wich wasn't possible, or plausible at the moment.
these two problems can affect every player in CF, causing what they call "tankers" and "laghitters".
just a detail, but many people who plays with a high ping tend to think that the game isn't fair for them, so it encourages the players with high pings to search for an advantage to overcome the latency problems, but those advantages will be cheats, so solving this problem will solve the problem with some of the cheaters.
What i'm suggesting is, make all the players play at an stable latency from the servers, so they'll be like playing at the same time, the server will have to be adapted to receive and send the informations of the low pingers with a delay, so they'll have the same latency as the high pingers, that latency cap, will be stabilished at one limit, the one that the server can handle, like, 200 ping, is a reasonable latency cap, since many of the laggers won't pass this without having a really shippy internet connection.
So, the server will capture all the informations at the same time and it'll send all the informations at the same time, then the players will be correctly placed and timed in every match, so, the server can count all the hits, and the high pingers will receive the information at the same time as the low pingers, so, no more fake hackusations (walling, chamming, etc) and no more "laghits" since the low pinger being behind the cover is being shown to the high pingers at real time.
i don't think this will be an easy task to do, since i do not programm anything, but it's just a concept idea wich could help the system to deal with the ping differences...
so, let's play, everybody at 200 ping? ;P
thank you for reading, this is T4K3TH4T with another crazy idea ^^
Like the way you broke it down. Im with ya man, and have suggested ping restrictions on 1 server for us North Americans. But I like the idea of grouping the players by latency. Unfortunatly I know z8 to well and know you will get many pages of support for this but in the end a MOD will end up closing it. When it comes down to it z8 doesnt care about how the community is effected by playing against or with someone that doesnt have a local ping to yours. But any way great idea and you have my support 100% -
Like the way you broke it down. Im with ya man, and have suggested ping restrictions on 1 server for us North Americans. But I like the idea of grouping the players by latency. Unfortunatly I know z8 to well and know you will get many pages of support for this but in the end a MOD will end up closing it. When it comes down to it z8 doesnt care about how the community is effected by playing against or with someone that doesnt have a local ping to yours. But any way great idea and you have my support 100%
actually, Z8 games do care about their community, but the community just don't see them acting because they don't want a shipload of crying people trying to change the game from it's roots, but well, many suggestions here couldn't become true becasue z8 games does not develop this game, they're just the cashiers that take care of the store, they may listen our suggestions, but they'll have to suggest it to their bosses, so it's a hard task to get one idea from a forum tab to make it big enough and convincent enough to make it good enough to the dev's to take a look at.
Don't blame z8games, blame burocracy ^^ -
So, no opinions on this idea, everyone's too lazy to read it entirely? do you have it in minda that you can get rid of people who tank your shots and people who soot you behind cover?

that's just sad, letting a good idea rott, while the flame posts get all the attention... -
200 may sound normz to you, but people with like 10 ping now, they are going to get fed up.. I think we should jsut stick to ping cap room
did you read the entire post?
it's not "make all the pings bigger duhhh...."
it's a system that will equal all the pings to get rid of the fake hits and lag hits without destroying the gameplay, and without having to do a BIG upgrade on the game, but people will play with a high ping, but everyone will play as if they had 0 ping so, it's a big improvement, but it needs everyone to have a stable internet connection to work well, so...L0LSmilyFace wrote: »Title is misleading. What's stupid about this? On the contrary...
i can ask a mod to alter the title, it's just people who would read the first 3 lines, go to the last 3 lines and say "stoopeed idea broo" that i tought would come here...
but well, in my head, it's a good suggestion, that would solve pretty much all the lagging issues .-. -
i know i'm going to be punished because of this, but i have to spread this idea to the forums, it could simply solve pretty much all the lag problems within this game.
i'm sorry for the problems mods, you guys can punish me accordlingly the rules (BUMP punishment probably, temporary forum block). -
Asskicker666 wrote: »YES!!!!!!!!!!!!
If every bullet I ever fired that counted as a fake hit actually HIT THEM My K/D Would be 2.0 by now
Not 1.6 -.-"
+100
yes, also, it would make the reaction times actually count, since everyone would play with pratically the same ping, (0~10), so no more QQ'ers saying "you hack!!! aimboter/chammer !!!" -
yes, also, it would make the reaction times actually count, since everyone would play with pratically the same ping, (0~10), so no more QQ'ers saying "you hack!!! aimboter/chammer !!!"
Still agreeing
+100 MORE!
I have been kicked more times for "hacking" due to my lag making it look like I shot them through a wall or I saw a ghost before he saw me!
-
Asskicker666 wrote: »Still agreeing

+100 MORE!
I have been kicked more times for "hacking" due to my lag making it look like I shot them through a wall or I saw a ghost before he saw me!
well, altough this system will make the game a lot more enjoyable, i doubt z8games will implement it, since they would have to change a big bunch of code blocks to implement the system (actually, i think it's almost 40% of the coding in this game
)
so, i'm still hoping for, since this would make the game a LOT better, because no one will lag (if they have an stable internet connection) and the QQ'ers will have nothing to QQ over :]
Will solve pretty much a bunch of the problems now =D -
well, altough this system will make the game a lot more enjoyable, i doubt z8games will implement it, since they would have to change a big bunch of code blocks to implement the system (actually, i think it's almost 40% of the coding in this game
)
so, i'm still hoping for, since this would make the game a LOT better, because no one will lag (if they have an stable Internet* connection) and the QQ'ers will have nothing to QQ over :]
Will solve pretty much a bunch of the problems now =D
:O OMG! "Hugs":p
+1000 For Gamewide peace -
im not sure if i agree
its a decent idea but i dont what to think
what do you mean?
ahahahaha ive seen this kids nonsense statement a couple times on diff threads
stop incentivating them, just ignore the idiots that think that the military inteligence ribbon is still up >.> -
-
I agree with the concept. In fact, I think this is similar to what the console online games use... Ppl playing from around the world but with no real lag..
Hopefully, this will also stop the laggin cheaters since their shots will actually count.
well, it's a possibility isn't it? :] -
-
Hypernamer2 wrote: »yeah why not
+1
If they could make that thing it would be already implemented though
But anyway
EDIT: I actually want to see how is playing with 0-10 ping like
+437926852346265409599999999999999999999999999999,34291430128492148310 karma for you
rofl, numbrs numbers =D
this idea wil go on if you guys keep improving and supporting this idea, maybe if this post hits 1k repllies thay'll maybe implement this idea :]nucksfan123 wrote: »ya great idea. but i doubt z8 will do it. they will just come out with more zp weapons instead
Who knows, maybe saladin is just waiting for the right moment to take this idea and make it works, altough it will be a lot harder than you guys think :x -
...me too....I had such problems in Cross Road EM (my favorite) + with k/d about 15/6...so personally support this idea.Asskicker666 wrote: »Still agreeing
+100 MORE!
I have been kicked more times for "hacking" due to my lag making it look like I shot them through a wall or I saw a ghost before he saw me!
-
Well, I got a easier idea actually..
Why don't create servers for several parts of the world, and the player of that part can go on the server closest to him.. I mean.. Overall I got a good ping on UK servers (around 30), but when I go onto an US server my ping will shoot up to 130 or more..
So if just for example; the asian people get an asian server, eastern europe people get an eastern europe server..
That sounds way easier to me.. But I like you're idea tho.. I really hate it when I see someone, and start to shoot him.. and none of my hits actually hit him because he has 250 ping..
This will solve a lot of shouting and broken keyboards..
+1 -
hell no. ur idea is to override low pinger settings to 200. would uninstall cf after this patch. it\s bad enough that quickscoping with 100ping gets annoying slow.
It will play like a 0 ping game, since the obrigations to register the player actions will be transferred to the computer, unlike many think, you'll play like if you had 0~20 ping with this idea, you just have to have a decent and stable internet connection....me too....I had such problems in Cross Road EM (my favorite) + with k/d about 15/6...so personally support this idea.
Yes, thanks for the support, and actually, crossroads have a large lag hit probability...
i hate this...Roxiizz9191 wrote: »Well, I got a easier idea actually..
Why don't create servers for several parts of the world, and the player of that part can go on the server closest to him.. I mean.. Overall I got a good ping on UK servers (around 30), but when I go onto an US server my ping will shoot up to 130 or more..
So if just for example; the asian people get an asian server, eastern europe people get an eastern europe server..
That sounds way easier to me.. But I like you're idea tho.. I really hate it when I see someone, and start to shoot him.. and none of my hits actually hit him because he has 250 ping..
This will solve a lot of shouting and broken keyboards..
+1
Hell no!
z8 games have no license to publicate crossfire in other countries other than NA and UK, so, your idea isn't easier, and costs a lot more (time+money+work) to put in pratice, this suggestion is just a connection programming and an server upgrade, wich would cost a lot less, also, allows people to play with several different countries, i could play with NA players without any kind of latency, while getting a very low latency on UK servers, so, it's a lot more profitable than your idea...
thanksagree with u
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