I really don’t think we’ll ever have truly lag-free online play in fighters with current gen technology. Pretty much everyone has taken a stab at it and failed. GGPO is a good attempt and the best one so far, but even that has its issues. For now, we’re just going to have to write off online play as “casuals” and only consider offline play as truly tournament-worthy.[/QU$OTE]
Has anyone with even half a brain EVER considered online play as anything more then Casuals? Like are we seriously expecting Backbone to create an online experience we can run friggin tournaments on cause you seem to be the only one expecting this.
Would you mind stating specifically how and in which FPS the online multiplayer “gives you the benefit of the doubt”? Because as someone who plays almost every FPS competitively I fail to see how the slightest bit of lag would mess up my movement and aiming any less then it would my reversal timing in a fighting game.
The only example of lag not hindering online play in an fps is in cod4 where the hit detection is so well designed that if you kill someone in a laggy game but the lag causes the kill to not register immediately that person instantly dies when the game stabilizes.
No FPS does that, he’s just figuring things the wrong way and not taking into account all the factors.
CoD4 is not the first game to use client side hit detection, which is becoming more and more popular because of consoles. Client side hit detection is universally considered bad in a competitive environment (produces lots of weird situations, penalises low ping players and makes cheating much easier), but it has advantages in a non competitive environment like a console where players are hosting the games.
ugh, just figured out how people are getting ranked above me. played “zwire nl” whoever the fuck that is, he was horrible but he had a terrible connection. everything kept spazzing out with the jitter effects people have been talking about since the 2.0 patch. i destroyed him 2 rounds, then he went into “lag abuse mode” and pretty much did endless fireball and dp abuse tricks. not to mention he was literally moving back and forth in midair during jumps, making it impossible to tell if a hit would cross up or not. zwire nl, you get the official “turd of the day” award for someone who abuses lag to the fullest.
As for FPS games, I have played some where it is very hard to snipe without massive practice (call of duty 4) and then i’ve played some where it is very easy. meaning, i can be “in the vicinity” of someone and I hit them without actually being on target. I’ve played a few like that (Bad Company, UTIII) and I know i’m not that good of a sniper, and I know I was missing shots, yet I was wracking up the body counts. These games had to be adjusting and just giving me the benefit of the doubt. Call of Duty 4, you need to be dead on, and usually a headshot in order to kill someone.
Well, even GGPO and 2df aren’t tournament-worthy. For example, it’s noticeably harder for Honda to walk up against a projectile character and block projectiles on reaction from like a third of a screen away; even a frame of delay in inputting the block command or in the time it takes for the fireball to appear on my screen makes it harder to do, so it’s less effective, and as a result Honda has an even harder time against projectile characters online than he does offline. Online play is great for practice and for getting a pretty good idea of how the matchups go, and the US ST scene has really benefited from it, but it’s not good enough for serious top level tournament play.
Call of Duty uses client side hit detection, which means you have to hit on what you are seeing on the screen and, if you do it right, it’ll count. Both Unreal Tournament 3 and Bad Company use client side prediction and probably some server side reconciliation (and I don’t know about BC’s, but UT3’s is as rubbish as the rest of the game, at least on PC), which means your client predicts what’s happening at the server. That’s why it can happen that you hit when you didn’t aim well, because your client may not be predicting your enemy’s position correctly (and overextrapolation is quite common these days, looks like devs are thinking it’s better than having to lead the shots).
But that’s not all, you also gotta take into account things like bullet travelling time (some games take it into account) or hitboxes, which are way bigger in UT3 than in CoD and are probably the cause of your perception that it takes more practice.
What are you talking about? How often do you play ut3? It’s not the character models with the big hit boxes it’s certain weapons. I play cod4 on 360 and ut3 on pc fairly often and obviously it’s going to be easier to get a kill with a shock rifle combo or off the wall flak canon then an m16. But try getting a headshot with the sniper rifle in ut3 compared to the m16 in cod4 and you see how much harder it is so AGAIN it depends on the weapon being used. Also I’m sure the speed of ut3 factors in hit detection negatively.
Anyways getting back on topic moarupdatesplzkthxbai.
I was talking about possible reasons (instead of that “benefit of the doubt”) for DarksydePhil’s perception (not mine, I cba to play such a terrible game) that it’s easier to snipe in UT3 than in CoD4.
That said, hitboxes ARE bigger in UT3 than in CoD4. Hell, almost all the upper part of the body gives you a headshot.
Are you fucking kidding me??? I know this is probably a matter of Rey or whatever management pointy-haired boss vetoing ‘useless feature’ but it is just plain silly. It’s a VERY crucial thing that would be super easy to code. Making it extremely usefull (X number of short recorded period with a weighed percentage chance of each) is barely more than that, and barely a hair more work to make it uber-usefull (letting the recording be frame-by-frame). It’d be more difficult making the menu option to set it up than it would be to implement.
Christ, we’re talking a training mode even more useless than the one in SoulCalibur 2.
even funnier is the guy who is currently in first place, he only has 38 wins but 19 losses. he must have such a shitty connection that he beat people in the top 10 the first day he tried the game, then lost a bunch of times and quit, but it was enough to give him 1st place points. this ranking system makes no fucking sense at all.
There is definately something fishy with that guy(Gamed Pro Gamer). I played him a couple days ago. He had a decent connection, he was just pretty terrible. After I won the match, he dropped. Funny thing is I checked the leaderboards a couple minutes later and his rank went up! In like a 20 minute period he went like 3-3 in ranked yet went up from like 6th to 1st…I though they had fixed that? He has obviously found another way to exploit this system, maybe related to when he drops or something. Ranked is pretty gay.
I’m curious what anti-cheat measurements are being taken?
It was mentioned months if not more than a year ago that issues like these were going to be addressed.
If you are a dropper, Booster, Standby button user, etc. then you suck.
Idiots like these just ruin online play.
edit.
Can any one please tell me what happens right now when someone drops?
Do you get a win if you get dropped on?