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Originally Posted by -Ramirez-
I would find someone moving in larger increments and to a potentially random location (granted, within limited range) difficult to deal with, and as a result, it would be a disadvantage to me. I don't see how this would be any different for anyone else.
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With serverside hit detection have the ability to hit their player directly, which includes when the player freezes and jumps around. With clientside hit detection you are required to hit a lot of steps ahead in order for them to receive a hit and outside of sparring it is neither predictable nor appropriate.
Quote:
Originally Posted by -Ramirez-
Just as any issues from using clientside hit detection will be dealt with by appropriate staff members. I'm not saying one is better than the other (hit detection methods), but clientside is what I know a lot of people want.
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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.
Quote:
Originally Posted by DustyPorViva
Because clientside is well... clientside. It's all calculated on what is going on on your side, so if I hit where I SEE you, I actually hit you. This does not happen with serverside if there is lag because there is a delay between what's going on on your side, and what's going on on the server, then there's the delay between me and the server as well. Many times in my experience with the serverside HD on Classic I had to predict my opponents moves and hit ahead rather than being able to hit them.
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When I hit a player on serverside there were very few instances where they did not see the hit on their side as well. On clientside hit detection there is the same issue, but aesthetically I'd probably say it was even worse because you're not hitting the player on either screens if they lag. Scripted hit detection is always going to have a greater delay than the hard coded default (which I assume is what most players are looking for when they campaign for clientside hit detection) and this includes clientside as well. Triggeractions seem to appear earlier in the data than player movement. On your screen you can turn and swing the sword, which on your screen is the turning first, and then the trigger to send the sword data to the server. The serverside hit detection on Classic was originally working out where the player was slashing at using player x/y/dir on serverside only. It was then changed so that the position/diretion was recorded on the client and then sent to the server, so that the server uses the data that was specified.
I think you need to go and spar with default hit detection, because you need to predict your opponents move every single time in nearly every single spar.