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Is Ik In Yet?


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#41 Kiiyor

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Posted 24 March 2018 - 03:21 AM

View PostYeonne Greene, on 23 March 2018 - 10:34 PM, said:


Source?

Can't find it, actually. Remember reading it somewhere, but can't remember, so take it with a grain of salt.

I just got my own hopes up and dashed them to the ground.

#42 Grus

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Posted 24 March 2018 - 07:41 AM

View PostFupDup, on 23 March 2018 - 03:11 AM, said:

IIRC the reason was hit registration inconsistencies. IK were client-side while hitreg is server-side, which means that there could be situations where you see an opponent's leg in a certain position but in reality (server side) their leg isn't actually there. This would cause situations where you'd get hits when you're not supposed to or not get hits when you think you're supposed to.


Oh like we have in the game currently where i can see the target and i shoot at the target but it hits some invisible terrain and the guy dosnt take any damage....

#43 Juodas Varnas

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Posted 24 March 2018 - 08:17 AM

View PostGrus, on 24 March 2018 - 07:41 AM, said:


Oh like we have in the game currently where i can see the target and i shoot at the target but it hits some invisible terrain and the guy dosnt take any damage....

That's not hitreg though.

#44 Grus

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Posted 24 March 2018 - 09:17 AM

View PostJuodas Varnas, on 24 March 2018 - 08:17 AM, said:

That's not hitreg though.

you're right but its more to the quality of map design as it is and now someone is asking for IK. Stretching a little? lol

#45 Juodas Varnas

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Posted 24 March 2018 - 09:25 AM

View PostGrus, on 24 March 2018 - 09:17 AM, said:

you're right but its more to the quality of map design as it is and now someone is asking for IK. Stretching a little? lol

Well, map design was always kinda iffy quality wise, but IK... IK was once in the game and it was fine, before they removed it.

#46 Krivvan

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Posted 24 March 2018 - 09:33 AM

View PostJuodas Varnas, on 24 March 2018 - 09:25 AM, said:

Well, map design was always kinda iffy quality wise, but IK... IK was once in the game and it was fine, before they removed it.

It was in during a time when hit reg was magnitudes worse than it is today.

#47 MoonUnitBeta

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Posted 24 March 2018 - 12:16 PM

View PostCurccu, on 24 March 2018 - 02:11 AM, said:

Then my 2nd crazy question will be why do you waste your time on posting here and following this game if you are not going to come back, I'd quess you have better use of your time than game you will not be playing again.

I still love the whole Mechwarrior franchise, so of course anything that has to do with it interests me.

Because it doesn't always have to be about coming back, and it can be simply about just asking a question purely out of interest or curiosity.

And I won't even get into about using my time better. Creating this thread was probably one of the better uses of that time,

#48 RaptorRage

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Posted 26 March 2018 - 07:52 PM

View PostCurccu, on 23 March 2018 - 07:59 AM, said:

I find it extremely weird that IK could be the reason someone quits the game and comes back only if its back...


If you want to break it down to the core reasoning it's because the whole point of having a game with Mechs is because they are vehicles with legs as opposed to wheels or tracks or other types of locomotion. At the fundamental level a game about vehicles with legs would be expected to have them conform to terrain as that's what defines Mech movement and what it means to pilot a Mech. There is also the consideration that since inverse kinematics were in the previous iteration of the game over 18 years ago, there is a degree of expectation that it should be possible to implement.

#49 Curccu

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Posted 26 March 2018 - 09:41 PM

View PostRaptorRage, on 26 March 2018 - 07:52 PM, said:


If you want to break it down to the core reasoning it's because the whole point of having a game with Mechs is because they are vehicles with legs as opposed to wheels or tracks or other types of locomotion. At the fundamental level a game about vehicles with legs would be expected to have them conform to terrain as that's what defines Mech movement and what it means to pilot a Mech. There is also the consideration that since inverse kinematics were in the previous iteration of the game over 18 years ago, there is a degree of expectation that it should be possible to implement.

And how many of those previous iterations were server authoritative?

#50 ForceUser

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Posted 27 March 2018 - 12:42 AM

View PostYeonne Greene, on 23 March 2018 - 10:34 PM, said:


Source?

No announcement, just speculation by the playerbase (including by me).

It makes sense for the next big thing to be MWO moving to the MW5 engine (mid/end 2019 my guess) but it's not been hinted at or announced by PGI.

#51 Toothless

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Posted 27 March 2018 - 03:01 AM

All these people complaining about legs and IK and Im still over here making my biannual "Why doesnt water slow down our mechs" threads.

#52 Deathlike

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Posted 27 March 2018 - 03:17 AM

View PostKrivvan, on 23 March 2018 - 06:55 AM, said:

Battlefield 1 uses hybrid client and server side hit detection to my knowledge.

Also most pvp shooters still tend to be server-side. It's only more recently that a couple franchises flipped to client side. Overwatch is a client-side example. But the current most popular game on Twitch is server side (Fortnite). Counter Strike GO is also server-side. Planetside 2 is client-side. Unreal Tournament is server-side. World of Tanks is server-side. If I'm not mistaken, War Thunder is actually server-side as well.

But there's really no correct answer regarding which is better.


Server side development for games is not a new thing. It makes hacks less detrimental (client says they're always telling the truth even if it is assisted with hacks - server based setups means that the server is the all-determining master, even if it is greatly affected by ping/lag/jitter and that has to be compensated a bit). It doesn't mean it is immune to certain types of hacks (like wallhacks, which is usually not a server controlled behavior but rather how the client renders their game).

It depends on the implementation either way, and it's not like PGI's has been solid (PPC projectiles still really weird for a long period of time).

#53 MW Waldorf Statler

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Posted 28 March 2018 - 02:26 AM

Ik is like Water for PGI..good old CryEngine MWLL



#54 Clownwarlord

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Posted 28 March 2018 - 05:47 AM

PGI had it in game, removed it. Said they where going to bring it back in, and then retracted that. Said again they would bring it back in and then retracted that. So no it is not in the game and most likely will not because PGI.





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