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Living With Lag (Video Experiment) - Playing Mwo In Oceanica

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#21 MonkeyCheese

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Posted 29 April 2014 - 06:18 PM

View PostJin Ma, on 29 April 2014 - 01:45 PM, said:

has it gotten worse in the latest patch?


Seemed quite normal for me

#22 Jun Watarase

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Posted 29 April 2014 - 06:53 PM

View PostTroutmonkey, on 29 April 2014 - 06:58 AM, said:


Client side hit detection is ripe for Hackers.
We also have travel time on a lot of weapons too, so this kind of hit detection isn't ideal, even if it was secure


Worrying about some hacking boogeyman when your core playerbase has to deal with buggy hits is a terrible idea.

Even in half life 1, the best you could do was an aimbot (which exists for MWO).

Its far more important to ensure that your players are getting a proper gameplay experience instead of worrying that some guy might make an aimbot for MWO (which they already did).

I would rather have a game with perfect hits regardless of your ping and deal with the occasional hacker as opposed to dealing with mechs not taking damage EVERY SINGLE GAME. The only people who would disagree are those who have low ping so it doesnt affect them in the first place, and their opinion can be discounted.

#23 Troutmonkey

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Posted 29 April 2014 - 07:15 PM

View PostJun Watarase, on 29 April 2014 - 06:53 PM, said:

Worrying about some hacking boogeyman when your core playerbase has to deal with buggy hits is a terrible idea.


I'd rather deal with a bit of lag then hackers any day. As you can see by my sig, I deal with lag everyday.
HSR isn't really a simple thing, especially as I mentioned before - for weapons that have travel time.
As game dev whose only worked on single player titles, I really dread the day when I decide to build a multiplayer game and have to write my own HSR code from scratch.





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