
01-06-2006, 07:59 PM
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Registered User
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Join Date: Oct 2005
Posts: 69
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While I do see your point on how it's fair, it also isn't. Say if someone lives by the server with a fast connection, their ping is 20-30ms, but I live far away, so mine is 110-130ms - they have the advantage, because if the hit detection is serverside, they can see me "perfectly" in sync with what the server is sending them, but I still see them 250ms later! What happens is they are able to hit me as if I'm actually right there on my screen, but I'm not there. When that happens, I'll see the guy slash where I was about a quarter of a second ago and I'll get hit from however far away I am from him. I've experienced similar things on Classic, and while it does help me hit people who are extremely laggy (250ms compared to, say, 1,400ms?), it doesn't make people stop lagging, as they'll still have that 250ms delay.
Either way, like I said, ev1servers was the best host I've ever seen on Graal as it didn't have problems with delaying and lagging (it was so fast that it was almost like everyone had UDP on!). Why not just switch back and use it for all playerworlds? Serverside hit detection isn't going to fix something that the server can't send/receive quick enough to people who don't live by it - it'll still be the same delay (and the whole point is to NOT have delay), just people who lag won't have any more of an advantage than not lagging. |
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