Quote:
Originally Posted by MysticX2X
Anyways, why don't they just script a HD geared towards the default HD with the movement as well? I'm not sure how much that process would be strayed from the amount of time it took to convert to Clientside HD.
|
Do you not think that the current hit detection was intended to be like that?
Quote:
Originally Posted by DustyPorViva
People like to feel that the game they are playing is responsive. Clientside HD provides just that -- when you see a player and you hit them, they are hurt. It responds(though this reflects the script itself).
Serverside HD is quite the opposite. Instead you must hit where the server knows the player is instead of where you see. That is counter-intuitive to what a game should be trying to accomplish. Responsiveness is very important to good controls and presentation.
|
With our serverside hit detection you seen players when you hit them, and they seen you hit them in return. The player did not require to be walking towards you in order for them to get hit, which they do in default hit detection unless your pings, region and UDP are matched well. Lag did not provide an unfair advantage and it couldn't be as abused as it is with clientside hit detection. There was the odd duff hit, but it was never a case of hitting where the server seen the player in order to get a hit, which would be just as bad as hitting invisible laggers on any clientside hit detection anyway.
In this regard, I don't see how clientside hit detection provides good responsiveness or presentation when compared to serverside at all.