I have seen far too many UE3 based games not take the effort to do this, one, incredibly important thing. Ping Compensation. I have been playing games since the days of DOOM, and when UT'99 rolled out, I was in love with it. But I kept feeling like my shots actually took time to fire, and I couldn't understand why. When I educated myself more and more, I found out that it's because of the terrible server-side only netcode Epic decided to place in their games. Now, I have not bought many a UE3 based game because of the failure to do this action, adding ping compensation. UT 99, UT2k3, 2k4, and UT3 all share a similar / same netcode, and it's driving me crazy.
Please, take the time out of your development schedule to create a netcode similar to what is present in Source, where both the client and server communicate to determine player positions. It's frustrating and at time infuriating to have to lead your target, at point blank range. You factor in the fact that at present, we have ballistic physics, and travel time in the equation, then that's even MORE time your shots have to 'travel' before they hit. It's incredibly gamebreaking for me.
Thank you, and again - do this... it will benefit the gamers and the games longevity in the end.
Please, take the time out of your development schedule to create a netcode similar to what is present in Source, where both the client and server communicate to determine player positions. It's frustrating and at time infuriating to have to lead your target, at point blank range. You factor in the fact that at present, we have ballistic physics, and travel time in the equation, then that's even MORE time your shots have to 'travel' before they hit. It's incredibly gamebreaking for me.
Thank you, and again - do this... it will benefit the gamers and the games longevity in the end.