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Why I Won't Play Your Server
Custom hit detection.
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Oh noes~
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no man it's totally fine, all the non-sparrers say so
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Well as far as I know it emulates default in every conceivable way, but if you don't want to play it because it's custom what can you do?
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I don't like to read that much and found that this type of questing isn't for me, grats on being on the playerworlds list again though.
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oh shyt superhybrid was just birthed
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Custom hit detection is terrible & there is absolutely nothing to do after finishing quests. I mean yeah, you can play events but like Ph8 mentioned on the UN forums, the events last almost 30minutes.
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And still nobody makes any effort to provide a reasonable, potentially measurable explanation as to why they believe the hit detection is terrible.
For all I know it could be a combination of the placebo effect based on Classic's past terrible serverside HD, and the herd mentality. So:
As far as I know having spent a lot of time testing, this is how default works and what our new custom HD copies. Am I missing something? |
it's not placebo and it has nothing to do with classic's old hd
classic's current hd is different than other servers, to deny this is just ****ing ridiculous. it's obviously difficult to point out what exactly is wrong as a player, but the way im hitting people is simply different here than on other servers. that's it. i can't explain why. |
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If hitting other players is different it could easily be down to something such as increased delay as a result of being on a different, possibly lower priority machine than UN or iClassic. And there definitely is a placebo element to it, a lot of players still believe we have a serverside hit detection, which was scrapped completely. |
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On Classic I don't have to slash on a player to hit them, I spam where they will be in 1-2 seconds and then see them get hit well after I'm done. I don't lag and neither do they. On UN or iClassic that window of "slashing ahead of time" is much shorter, meaning I can't pull the same kind of hits off there. Why is it happening? I don't know, but it is, and other sparrers can see it. It has nothing to do with Classic's old serverside HD, I doubt many of the sparrers today really even experienced that HD. Either way, I'll just keep sparring in Classic's tournies with UDP checked (TCP). It's like a free win for me. |
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Only way to settle this is to set up an event where you toggle between default and your custom HD while not actually allowing players to tell which they're using. Toggle them randomly and see if they can tell which HD they used to during the spar.
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However, I did not play Classic in the past so I know nothing of it's past HD. I notice a very insignificant difference between the 2. However I think you can easily supply the best of both worlds by offering a 'default hd mode' that can be enabled when sparing? I would imagine something like that would be easily scripted and would please everyone then. But maybe do what Dusty said to settle the argument once and for all. Personally I am a fan of offering which HD as an option for the sparrer's. Like having them both agree to it and both use it not 1 using and 1 not that would be unfair or more difficult. |
Thor, thanks for taking your time writing all the technical terms of your hit detection.
Just great-fabulous job. You worked really hard to get this server for live release, and you proved that you could do it. Fantastic. |
I don't have any problems with it at all, i sometimes see very slight delay when participating in events, but i chalk that up to where in the world a player may live, or what connection they have.
There have been some moments when playing CTF i hit another opponent, and they slip right on past me to attack from behind, that could be to the invincible frames one has after being hit, but that seems normal to me. |
i have no problems with hd. it's more balanced. if i lag and can't hit someone, they have trouble hitting me too.
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With the serverside hit detection I eventually gave up trying to make it work like default, on the basis that due to differences in how lag would affect it we would never be able to get a perfect emulation anyway. At that point I intentionally diverged from default and just listened to the player feedback instead. As an example, when players complained that it was difficult to combo opponents, I tweaked the recoil distances and timing such that an opponent that charged straight back in could be hit again right at the point they came back within striking distance. This change made it much easier to combo aggressive or frustrated players, whereas those with a more defensive style could avoid it; the change was generally met with positive feedback, despite the fact it was different from how the default hit detection worked. I've tried the hit detection on Classic and personally I didn't find it to be any different from how I remember default. I'll caveat that with the fact that I'm not a hugely active sparrer any more (though I was back in the day), and that I've spent the last 8 years playing and working almost exclusively on custom systems. If that somehow makes my opinion worth less then so be it. I did give Thor some feedback and suggested changes, but these came out of my own experiences tweaking hit detection for player entertainment and were not related to emulating default. I hope that whatever is being experienced can be pinpointed and resolved, whether it be a script issue, lag issue or anything else. It would be an absolute shame for something like this to prevent people from experiencing such a quality server. ^^ |
It is not actually possible to enable default, there is a special server option in place, also used by GK and Zone which completely disables it, only Stefan can set that too.
Back when we were making the custom HD however, players were using default. I would sometimes switch players between the 2 and they weren't able to tell a difference. You could even be using the custom HD against someone using default, as they were working the same way by checking for the same sword gani. |
Not trying to throw more rocks at you Thor but I agree with what everyone else is saying about the hit-detection. There is something distinctly off about Classics HD. Now I don't know much about the technical aspect of it, however most people who spar on UN absolutely hate it. The way players hit and receive hits is funky. The traditional way of using combos and "blink" is almost non-applicable. Its not lag or delay, something is just not right.
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I don't know if the difference in the HD varried from person to person but a few times, rarely I must add at that the other person would just be standing still (completely) and my sword would not hurt them at all. Right below the Burger place on Classic. I'm not sure what Classic uses for the hit detection itself as I know the defautl sword gani would cause a player to be hurt I believe. But if it is using a trigger that may be the problem I am noticing. My client seems to be triggering improperly (noticed it at first on testbed actually).
But again I am talking literally a 0.0001% alost completely unnoticable difference. Also worth noting that I am more for the custom HD as I am a Graal Kingdoms player where we use are own HD anyways. |
Because hit detection is clientside, if someone is lagging(or disconnected) they can't be hurt. This is because hit detection is completely dependent on what they see happening on their screen. If they see your sword hit them, they get hurt. So if they're lagging and none of your movement/actions is making it to them they they're impossible to hurt.
This also happens with default. |
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Who cares what UN players think?
This is like building a mansion and inviting your black sheep side of the family from the trailer park over for dinner, and them in turn complaining because the expensive dinner you have provided for them doesn't taste right. I like the new hit detection because it works better. Lamers were taking advantage of the old. Thor hooked it up with steak and lobster, but these little kids are mad because they wanted chicken fingers and french fries. |
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The real question you should have asked was "Who cares what people who don't even spar, let alone play the game, think?" |
I like that someone said there was something "distinctly wrong" with Thor's system and then ended the post with "I don't know what it is". It seems like this is the general tone of the people against Thor's system and it makes me think they're hating just to hate. If you have an issue, document it and present it clearly. Stop being so vague. Try and help Thor fix what he has.
When I tried sparring under Thor's system I seen no real problems, it behaves like the default I remember. Great job Thor, I can't wait to get back on Classic. |
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Thor and I already had this discussion before and even sparred a few times ingame. Unless you're both using UDP and have low ping relative to eachother it's nothing like sparring on the other servers. |
I have a simple solution to the problem. Pick a server and don't spar on any other server then you don't know if there is or isn't a difference and all the arguing over pixel slashing stops.
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:p |
This might be an issue with GS2 rather than the scripts Thor made. It might only be fixed by Stefan.
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Nope.
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And to qualify that statement I will back it up by saying that UN players don't value the same ethical standards that Classic is striving for, obviously. |
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