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Old 02-24-2009, 11:46 AM
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Quote:
Originally Posted by DustyPorViva View Post
so if I hit where I SEE you, I actually hit you.
This is not true for the default hit detection, and therefore for mine as well. The default operates by the client checking everyone around them for hits. Not by "sending" a hit directly to someone from the attacker. This results in you swinging and potentially missing someone, despite visibly seeing the opposite.



Quote:
Originally Posted by Rufus View Post
With serverside hit detection have the ability to hit their player directly, which includes when the player freezes and jumps around.
Hitting what you see (although this isn't accurate, the amount of time it takes you to upload the data to the server is still relevant) isn't being disputed. The fact is that the jumpy movement is still possible and still provides an advantage because it's unpredictable by the opponent, and it can be generated at will.


Quote:
That is hardly the same. It is way easier to abuse your connection with clientside hit detection. In events such as CTF you can't really just "deal" with people abusing lag with a clientside hit detection, because not every lagger has choppy movements yet is placed at an advantage. With serverside hit detection laggers are evident because your opposition does not need to be walking towards your sword in order to take a hit. I don't see how the staff members can deal with abuse that responds differently to different people, nor should they really be expected to judge it.
I'm pretty sure you've been around for quite a while. If so, you know that these very things had to be dealt with in the past. Why is it suddenly so different now? Anyway, I'm not after opinions at this point anyway, so if you're trying to convince me that doing it clientside is a bad choice, you might as well save yourself the time.
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