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Why Does Everything Have To Be Server Side ?


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#1 armony

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Posted 27 February 2013 - 02:35 AM

Greetings

I am sure many of you don't know this but everything in this game is drawn server side, hitboxes, weapons firing, even cross hair placement.

This is the first game i have seen that forces every single thing to be server side. I am sure it has some sort of benefit to prevent cheating or something, but this is murdering us high pingers.

With 300ms this is how i have to aim to successfully hit a target with a PPC. I have to guess where the enemy mech will be according to my ping ( 300ms) then add the enemy mechs ping which if different for each mech making me have to check the scoreboard for each different enemies ping. Once i have estimated the total ping it normally ends up being around 450ms, once this is done i have to aim my crosshair so that it will it will be aiming 450ms ahead of the target with an aditional 300ms because my crosshair will be 300ms behind where i am actually aiming. Once i have added the 450ms lead then the 300ms crosshair delay i have to further guess another 300-500 ms extra because of the firing delay of the weapon and hope the weapon convergence is not calcuated to a spot where i was previously aiming.

I know the first response most people with write is " your ping is 300 so too bad ", that is not the point. The point is why do i have to do all this in a modern game, where is the lag compensation? Why is the crosshair server side ? Why is weapons firing serverside?

I should not need a degree in calculus to be able to try compensate for a 300ms ping.

/my whine.

Edited by armony, 27 February 2013 - 02:36 AM.


#2 Craftyman

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Posted 27 February 2013 - 02:39 AM

because the hackers on steroids will get you

#3 Hastega

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Posted 27 February 2013 - 02:40 AM

View Postarmony, on 27 February 2013 - 02:35 AM, said:

This is the first game i have seen that forces every single thing to be server side. I am sure it has some sort of benefit to prevent cheating or something, but this is murdering us high pingers.

Worth it. Many a free-to-play shooter has been a magnet for hackers.

#4 Chavette

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Posted 27 February 2013 - 02:41 AM

The boogymen in dark rooms will have their lulz with you

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#5 One Medic Army

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Posted 27 February 2013 - 02:41 AM

Well, your 300ms ping won't be an issue when/if they put up localized servers for your region.
And yeah, it's pretty much to prevent hacking as I understand it.

#6 El Bandito

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Posted 27 February 2013 - 02:41 AM

League of Legends, despite it's #1 popularity, is almost immune to hackers thanks to vital things are all on server side.

#7 Hastega

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Posted 27 February 2013 - 02:44 AM

View PostEl Bandito, on 27 February 2013 - 02:41 AM, said:

League of Legends, despite it's #1 popularity, is almost immune to hackers thanks to vital things are all on server side.

StarCraft, despite it's #1 popularity, became so thick with hackers that having at least a maphack was the minimum community-recommended requirement to even consider playing.

#8 ParasiteX

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Posted 27 February 2013 - 02:45 AM

Once they fixed the netcode and implemented state rewinding. It wont matter how bad you're ping is. As you will then be able to hit whatever you aim at.

http://mwomercs.com/...56#entry1497356

#9 MadPanda

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Posted 27 February 2013 - 02:46 AM

So you like modern things? You know what is modern? Super high speed internet connections. That's why they can do everything server side.

#10 armony

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Posted 27 February 2013 - 02:48 AM

The problem is that everything is forced server side, but there is no lag compensation. Basically whatever ping value you have you multiply it by 3 because of all this backwards and forwards nonsense to the server. Surely there is a better solution than making crosshair and weapons firing server side.

#11 Hastega

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Posted 27 February 2013 - 02:49 AM

View Postarmony, on 27 February 2013 - 02:48 AM, said:

The problem is that everything is forced server side, but there is no lag compensation. Basically whatever ping value you have you multiply it by 3 because of all this backwards and forwards nonsense to the server. Surely there is a better solution than making crosshair and weapons firing server side.

When you invent one that can't also be exploited by hackers, let the entire gaming industry know.

#12 Rathverge

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Posted 27 February 2013 - 02:50 AM

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HES


GONNA


GET



YOU!!!

#13 Solomon Ward

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Posted 27 February 2013 - 02:52 AM

Second post talks about State Re-winding.

http://mwomercs.com/...t-code-roadmap/

#14 JadePanther

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Posted 27 February 2013 - 02:52 AM

I fear not everything is done server side. I imagine targeting has some to do client side and has been hacked.. Otherwise i wouldnt be getting warning targeted when i'm behind heavy cover with no mech in sight..

Los checks like on WoT are server side. the tank only appears if the server says u can see it.. but here u can see a mech that is outside targetable range but inside the current max draw distance. I believe mechs locations are available to the client despite possible LOS, and that someone has hacked it and the targeting routines to allow them to get target data anytime they like.

#15 El Bandito

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Posted 27 February 2013 - 02:53 AM

Pfft, I have 250 ping all the time and I am constantly at the top of my team in terms of score in my Assaults. I am playing from friggin Mongolia--out of nowhere FFS.

So yeah.


If you can't handle the lag, just buy a Raven 3L and join the shameful bunch.

Edited by El Bandito, 27 February 2013 - 02:55 AM.


#16 MustrumRidcully

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Posted 27 February 2013 - 02:55 AM

View Postarmony, on 27 February 2013 - 02:48 AM, said:

The problem is that everything is forced server side, but there is no lag compensation. Basically whatever ping value you have you multiply it by 3 because of all this backwards and forwards nonsense to the server. Surely there is a better solution than making crosshair and weapons firing server side.

Well, lag compensation is in the works (Also referred to as "State Rewind"). I figure now it will arrive sooner than local servers for you or changing the existing game to a client-authorative could.

I don't normally point out it's a Beta*, but... Heck, whatever, even if it wasn't a Beta. It is a problem the Devs have recognized and are working to solve. Let's hope they deliver soon.

*) because a Beta the company already takes money for, with no resets after the Beta ends? I think that's just a "Minimum Viable Product" release strategy.

Edited by MustrumRidcully, 27 February 2013 - 02:56 AM.


#17 armony

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Posted 27 February 2013 - 02:57 AM

View PostEl Bandito, on 27 February 2013 - 02:53 AM, said:

Pfft, I have 250 ping all the time and I am constantly at the top of my team in terms of score in my Assaults. I am playing from friggin Mongolia--out of nowhere FFS.

So yeah.


If you can't handle the lag, just buy a Raven 3L and join the shameful bunch.


You are lucky, 330ms is my average and since i am in south africa the nearest possible server will be the UK with 240ms.

#18 elbloom

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Posted 27 February 2013 - 02:57 AM

protection from hackers my *** !
Look at WoT, or Warthunder, LoL, or Rappelz or [insert another f2p mmo name].

All you need is crc check any game files (MWO isn´t doing this, you can even edit their .pak files for nifty features you guys don´t know about) and protect the memory assets the game is using.

server side hit detection for a fps ?? MWO is the perfect example for it not working. because this is what we currently have to aim for : AIR.
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#19 Kristov Kerensky

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Posted 27 February 2013 - 03:00 AM

Server side detection isn't new and it's used in some of the bigger named games out and has been for quite a few years now.

The rewind state is the standard lag compensator used in such systems, and that's not been implemented in MWO yet due to the fact that the actual engine being used is all client side based and that's having to be totally redone without being able to rip out the old client side and plug in all new server side, so it's taking a bit to get it working properly. Once it's done, your ping won't be a big issue.

#20 Calem

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Posted 27 February 2013 - 03:01 AM

Why?

"The client is in the hands of the enemy."

PGI thankfully understood that right from the beginning.

If you're seriously interested as to why, read around here:
http://www.raphkoste...to-hack-an-mmo/

(It's educational despite the rather martial link description)





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