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Old 2011-08-01, 06:29 PM   [Ignore Me] #16
SKYeXile
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Re: Planetside 2 Hit Detection


Originally Posted by Quovatis View Post
It is a big deal and relevant. Most FPSes today use server side because they only have to track a few players at a time. Giant MMOFPS like PlanetSide and World War II Online pretty much have to use client side hit detection because the hardware demands on tracking the projectiles for 1000 players at the same time is immense. So I don't think there's much choice here, unfortunately. As much as I hate the drawbacks of client side, it is still nice to not have to fight lag when shooting at an enemy (i.e. if on your screen you hit somebody it counts 100% of the time, unlike server side). But who knows, maybe the PS2 team has a trick up there sleeve here.
I would rather play with the hackers and CSHD than SSHD that requires 10ms ping to hit anything.
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Old 2011-08-02, 08:52 AM   [Ignore Me] #17
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Re: Planetside 2 Hit Detection


Originally Posted by SKYeXile View Post
I would rather play with the hackers and CSHD than SSHD that requires 10ms ping to hit anything.
I agree with this.
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Old 2011-08-04, 03:12 PM   [Ignore Me] #18
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Re: Planetside 2 Hit Detection


This is a big issue, I think this turned a lot of small scale console FPS players away from PS, and this is a key demographic that PS2 will need to attract if they really want this game to be huge. Nothing like being shot are as you run around the corner and then die a second later.

In the last 10 years hardware performance has increase several fold and since the graphics is mostly client side one would expect some sort of server side hit detection as the servers should have a lot more resources(if they dont cheap out).

But yes im with exile, I would rather have the huge fights with CSHD then no huge fights at all, but it would be nice to know what to expect is all...
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Old 2011-08-04, 04:27 PM   [Ignore Me] #19
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Re: Planetside 2 Hit Detection


Originally Posted by EASyEightyEight View Post
Not all of us have access to 10mb+ lines either. I average 150-200ms to PS1 right now. Or I SHOULD, but my ISP has been hell bent on pissing me off lately.

Games today are better coded, often allowing for some level of latency compensation. Just so long as I'm not rubberbanding I can live with MOST of my shots counting.
This is very import point that I hope I will only have to make once. If your ISP is being a dick then be really nice to their system administrator and take him or her out to a very expensive lunch and talk to them in person. This sounds much harder than it is because (and trust me on this point) they never refuse a good free lunch.
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Old 2011-08-05, 01:18 AM   [Ignore Me] #20
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Re: Planetside 2 Hit Detection


Originally Posted by Atuday View Post
If your ISP is being a dick then be really nice to their system administrator.
Do not attempt this. If you try to talk to the "system administrator" of a proper ISP, you will get a polite refusal while they mute you and laugh. If there actually is a single admin, you're on a rinky-**** reseller and they're still beholden to the proper ISP from whom they lease their lines.

If you're having trouble and tech support isn't helping, escalate. Politely. Unless your ISP is completely worthless, there will almost always be a way to fix you rissue. Just don't ask for a system admin.
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Old 2011-10-06, 04:25 AM   [Ignore Me] #21
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Re: Planetside 2 Hit Detection


Here's an idea to make cheats easier to discover: Have every 100th shot or so go crazily wild, as in vertically downwards or upwards.

If that shot lands on the same target as the previous shots, it can flag someone for receiving more "wild shots" to be analyzed.

If the game finds too-high and incidence of someone who is, for example, sniping from afar, landing shots on the same target even though that shot was 90 degrees off of where the rifle was pointed, then it can automatically call for a dev to run analytics or review it in some way, manually.

People who are scoring hits with those randomly-generated wild shots that are exactly on the same target as the last hit, if it was from a significant distance, (i.e., not point-blank) could be flagged for investigation.

The shots don't even have to be wild. They can just be nulls, duds, bad bullets, whatever. If Captain HighScore scores a kill with what was impossible to even deal any damage with, the null shot, then something is wrong, possibly cheating.

To catch cheaters, just check up on the top 50 on the leaderboards. You will find a target-rich environment.
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Old 2011-10-06, 02:11 PM   [Ignore Me] #22
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Re: Planetside 2 Hit Detection


Originally Posted by Traak View Post
To catch cheaters, just check up on the top 50 on the leaderboards. You will find a target-rich environment.
Careful about saying that out loud. A lot of people will just hear "Wah! Everybody better than me cheats!" and immediately dismiss you.

Not that you're wrong of course. There are the legit good players, and then there are the ROF/COF tweaking, bandwidth throttling, packet-manipulating, warp inducing, "good" players.... who have gotten away with it since the game was released. Most of them were smart enough to keep it subtle, so that there was never a widespread awareness that such things were possible (easy, in fact, with the right knowledge) until a few third party hacks spilled the beans opened the flood gates for the less-savvy punks.

But this stuff, even with cshd, should never have been possible. It's basically a losing battle trying to stop people from messing with things client-side, but it all still has to go through the server. Simply having the capability to automatically analyze the incoming packets from a particular player for irregularities or impossibilities in their reported shot-rate, cof bloom-rate etc would stop a lot of the bullshit.

The fact that so many client hacks can say "I shot 30 bullets in 2 seconds, OK?" or "I just suddenly appeared a mile from my previous coordinates, OK?" and the server just says, "HERP-DERP, THAT SOUNDS FINE TO ME, I'LL TELL EVERYBODY ELSE!" Irregularities happen sure, but there needs to be a modicum of server-side smarts to at least flag these people for a review by CSRs. I truly hope SOE has stepped up their game.
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Old 2011-10-06, 05:31 PM   [Ignore Me] #23
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Re: Planetside 2 Hit Detection


Originally Posted by Traak View Post

To catch cheaters, just check up on the top 50 on the leaderboards. You will find a target-rich environment.
so the Reaver, skeeter and lasher are hacks?
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Old 2011-10-06, 05:37 PM   [Ignore Me] #24
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Re: Planetside 2 Hit Detection


Sorry mr aussie. If you're on top you're cheating.
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Old 2011-10-06, 05:40 PM   [Ignore Me] #25
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Re: Planetside 2 Hit Detection


Originally Posted by Bags View Post
Sorry mr aussie. If you're on top you're cheating.
oh its the lag right? its easier to play on a high ping right? derp.
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Old 2011-10-06, 05:42 PM   [Ignore Me] #26
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Re: Planetside 2 Hit Detection


It's because you're in the future.
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Old 2011-10-06, 06:09 PM   [Ignore Me] #27
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Re: Planetside 2 Hit Detection


Originally Posted by Surge72 View Post
Stop being so concerned with the issues that plagued Planetside. It's a new game. Treat it as such. No FPS nowadays has issues like this.
From what I've experienced and read quite a bit of, BF3s beta hit detection is horrid. I'd say that's pretty nowadays.
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Old 2011-10-06, 06:15 PM   [Ignore Me] #28
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Re: Planetside 2 Hit Detection


BF3 hit detection felt fine for me if I was on a decent server.
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Old 2011-10-06, 07:52 PM   [Ignore Me] #29
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Re: Planetside 2 Hit Detection


people seem to think BF3s hit detection is clinetside, but the issues people are having can be experienced in serverside hit prediction too(which is the best hit detection coding) so...*shrugs*
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Old 2011-10-06, 09:03 PM   [Ignore Me] #30
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Re: Planetside 2 Hit Detection


I've seen videos of some horrendous hit detection but I've only had 1 - 2 instances in about 10 hours of "well, I thought I was behind cover".

Good enough for me.
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