Ok, heres where we have to disagree. For me this is FAR WORSE than an annoyance. It is basically unacceptable. Its why I dont play consoles online...
Or most PC games, I suppose. The list of PC games that don't use some form of latency compensation is pretty short, generally consisting of Quake, Unreal, and some (But far from all) of the games built on those engines. Most other designers recognize that playing online means playing with >0ms latency, and design their games accordingly.
But seriously, why does this now happen when it did not in RO1, DH?
I would be very grateful if someone could answer that!
RO1 and RO2 have the same networking model. People just move so sluggishly in RO1 that you don't notice the bad network model as much, but it's still there.
...unless you mean the "dying behind cover" illusion, which existed in all of them. That exists because you can't perfectly synchronize events on all three computers involved (Shooter, server, target), so events will never correspond perfectly between the three. It's a basic reality of computer gaming on the internet (Hell, it's a basic rule of
physics). Unless you have the
target resolve all shots (Which would be horrible for so many reasons), you will always have the possible illusion of dying behind cover. It's unavoidable. The Antilag mutator recognizes that not only is in unavoidable, it
is just an illusion (You didn't die behind cover, you died before you got to cover, the networking delay just meant you didn't find out about it for a while), and so it accepts this and works to make the gameplay work as smoothly as possible. The vanilla system, on the other hand, gleefully wrecks the primary focal-point of the game - shooting - in an attempt to minimize that illusion.
Basically, when you play a game online, you get one of two choices:
Without latency-compensation: You have to lead by your current (And likely varying) ping, you have an extra error value added due to the server tick-rate skewing when your shot is actually processed (In RO2's case, by up to 50ms), and if you get shot just before getting to cover you'll get the illusion of "dying behind cover."
With latency-compensation: You aim where you want the bullet to go, and if you get shot just before getting to cover you'll get the illusion of "dying behind cover."
Seems like an easy choice to me.