I'm no fan of server-side, I think we should have client-side with another program to scan the memory for funny business.


Someone Explain The Netcode Problem. Refrain From Complaining.
Started by TheMightyWashburn, Nov 16 2012 12:39 PM
44 replies to this topic
#41
Posted 18 November 2012 - 08:23 PM
#42
Posted 18 November 2012 - 08:51 PM
It does work on non-moving targets at times. Like a commando that shut down, I stop moving, I aim, wait 1 second for convergence then fire and absolutely no damage.
I pretty much just accept the current situation and keep on playing without raging until they can fix it.
That really almost never works and any update you make with those 'hack detection programs' can easily be bypassed in a few hours by the creators of the hacks.
I pretty much just accept the current situation and keep on playing without raging until they can fix it.
GaussDragon, on 18 November 2012 - 08:23 PM, said:
I'm no fan of server-side, I think we should have client-side with another program to scan the memory for funny business.
That really almost never works and any update you make with those 'hack detection programs' can easily be bypassed in a few hours by the creators of the hacks.
Edited by Elizander, 18 November 2012 - 08:59 PM.
#43
Posted 18 November 2012 - 08:52 PM
I would like them to Just for 1 week set it to register hits like BF3 does, Client side.
I wonder if this would Fix the problem or Make it worse.
And yes I know that Aimbots would become a problem, but that is irrelevant to my curiosity.
Is there any option to even do this, like on a separate server cluster? or is it technically impossible? (Directed @ PGI, not forum "experts")
I wonder if this would Fix the problem or Make it worse.
And yes I know that Aimbots would become a problem, but that is irrelevant to my curiosity.
Is there any option to even do this, like on a separate server cluster? or is it technically impossible? (Directed @ PGI, not forum "experts")
#44
Posted 18 November 2012 - 09:49 PM
Avin, on 17 November 2012 - 01:38 PM, said:
OK, that's interesting. So it sounds like the player base adapted to different roles and weapons based on the level of lag they experienced? I'm also going to assume their was enough content/interactivity in these different roles to make it an enjoyable gaming experience? E.g: it didn't matter to you that you couldn't be an effective interceptor pilot you just focused your time in other game roles.
It was also greatly mitigated by the fact that EvE's servers only tick once per second. So unless you were attempting to play from orbit your latency didn't matter a whole lot.
#45
Posted 19 November 2012 - 12:56 PM
What's worse is that latency can fluctuate. For example, I typically have anywhere from 230-300. That's a minimum of 2-3 seconds difference to the server. Someone else might have say, 80-100. If I start fighting them while they are at 100, and I am at 250 the difference is 1.5 seconds. I learn to shoot them say 2 lengths ahead. During the fight, my lag goes up to 300 and theirs drops to 80. Suddenly the difference is over 2 seconds to them. The distance I had been leading by is now wrong and I realise I've been shooting and not hitting for half the fight.
I adjust, then the lag goes to somewhere in the middle again...
Basically, you are constantly struggling to find the 'sweet' spot where you can actually damage the enemy. However, dealing with up to three seconds difference is going to be impossible for any system to cope for. You can do a lot of movement in three seconds, and the best the server can do is draw a roughly straight line between where you started and where you end up.
Only localised servers will really be able to resolve the issues.
I adjust, then the lag goes to somewhere in the middle again...
Basically, you are constantly struggling to find the 'sweet' spot where you can actually damage the enemy. However, dealing with up to three seconds difference is going to be impossible for any system to cope for. You can do a lot of movement in three seconds, and the best the server can do is draw a roughly straight line between where you started and where you end up.
Only localised servers will really be able to resolve the issues.
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