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PSU: So, does this "Planetside" have chicks?
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[Ignore Me] #16 | |||
Major General
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[Ignore Me] #18 | ||
Master Sergeant
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This is a good point regarding hit detection. The devs confirmed PS2 would be a mix of client & server side hit detection. Hopefully all projectiles/gunplay will remain CSHD with server side vehicle collision detection to stop random warping@mowing occuring. I think that would give the best of both worlds.
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[Ignore Me] #19 | |||
Single shard is super important for EVE's niche but I don't see the reality of transcontinental pings allowing it for a FPS. Maybe one per region (NA, EU, SE-Asia) but anything more would start to suck. I'm getting 200ms to Telstra and that's RDC to RDC so individual user issues would just add to the lag. I'll tolerate TF2 servers up to 100 but I filter over that because it gets less and less fun to play. That and you'd never be able to experiment with other empires.
So, what's that leave. 3NA, 3EU and 3SE-A if the game turns a profit?
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[Ignore Me] #20 | ||
Corporal
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If it's a single us server you will lose a lot of EU players and thats a fact.
Saying 100ms doesn't affect your gameplay is ridiculas. Ask any decent FPS player about playing with a high ping. It's just terrible. As for players using the Markov server at the moment , they complain all the time about minigun shooting around corners etc etc ..That my friend is ping related. Please Bring back Werner and this time put it in london. Theres a reason that most companies use data centers in London. |
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[Ignore Me] #21 | ||
Sergeant Major
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Considering the amount of russian and chineese players a tadjik or dagestani server would be fair...
![]() But to be serious the community needs an EU server (preferably on the continent ![]() |
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[Ignore Me] #22 | |||
MCG shooting around corners has more to do with the tick rate and extrapolation. Anyway, I stand by as few servers as is necessary for a good experience. There's very little reason that two continental US servers would be required, as an example, unless there's a population issue or SOE cheaps out on bandwidth.
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![]() All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. Last edited by Rbstr; 2011-08-05 at 03:41 PM. |
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[Ignore Me] #23 | |||
Sergeant Major
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[Ignore Me] #24 | |||
Major General
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warping is the result of extrapolation and tick rate. |
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[Ignore Me] #25 | |||
Sergeant Major
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I'm tired of getting killed by the MCG after I've left his sight for an entire second. |
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[Ignore Me] #26 | ||||
Or three...
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[Ignore Me] #28 | |||
Extrapolation can also have you staying in one place when you've really started moving. Furthermore Extrapolation is part of the client side hit detection...how do you think it knows where to place the hitboxes for detection? The low tick rate is why you have extrapolation that goes so wrong.
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![]() All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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[Ignore Me] #30 | |||
Major General
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the only way to "fix" people dying around corners is to use a standard serverside hit detection model, with no lag compensation, each person would have to predict based off their ping where the target is on the server and shoot there, and as i said...with much over 100ping this would be unplayable. |
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location, population, server |
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