Bring in lag compensation!

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MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
I've seen many people talk about how it's neccessary to compensate for ping to the server.

This is disgusting, and entirely voids any realism the game has in bullet mechanics :\.

Can we band together and try to convince tripwire to include client hit detection!?

I'd prefer being able to hit off shots as they should be and have to deal with getting hit even when i'm behind cover after not being 1 second before, this is fine, as the other player still deserved that kill.

Why not even have a mixture, where on the client that has been hit, before it accepts that the shot is a hit, the server calculates if the hit player is still in a direct line to the original point of the shot. This would be an excellent mixture of both sides of hit detection.

Argh, please move this post to general discussion -_-
 
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teapot156

FNG / Fresh Meat
Sep 5, 2011
34
4
0
I'd disagree because then if a client is lagging he is in an a position of advantage.

That hit detection has just got to be worked on.
 

Nilzey

FNG / Fresh Meat
Aug 31, 2011
45
14
0
Sweden
I'd disagree because then if a client is lagging he is in an a position of advantage.

That hit detection has just got to be worked on.

I agree. Although it might seem impossible to kill a sprinting target at long rage, we should give tripwire some time to fully fix it.
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
+1 to OP, always wanted this, it is necessary for a shooter and it WORKS (see almost any popular first person shooter, I don't play any of them but by god I am tempted just because they have this feature)
 

SleepyJhonny

FNG / Fresh Meat
Sep 22, 2011
3
0
0
I approve this message. Seriously Tripwire, either put lag compensation system or put a good lag-free server for Latin America, preferebly in Argentina or Brasil. Because only server i can connect to are in US East and I am having there 200+ ping.
 

heath4n

FNG / Fresh Meat
Jul 15, 2009
111
129
0
You have no hope, I got banned for putting forward constructive arguments on why they should have used lag compensation netcode.

There is a reason why every big fps uses it now and that's because its far superior.

Aiming at someone based on your ping is stupid, aiming at where they are is the only way.

The advantage high pingers get is minuscule, I understand the mechanics very well and the bottom line is server owners have the choice to restrict high pingers which negates the only small disadvantage of using lag compensation
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
Honestly, I think the reason most other shooters have some sort of lag compensation is because they know their target audience is ignorant and impatient. "I aimed straight at him, why didn't I hit? This game is broken!". It is a very ugly compromise where things look right from the killer's perspective but it potentially makes things several times more frustrating for the victim.

The kind of play you promote with lag compensation is EVEN MORE RUN AND GUN. You are actually at a disadvantage when you stand still in a game with lag compensation as the runner will spot you before he appears on your screen. Yeah if you can shoot him the instant you see him, you will kill him just as it appears on your screen, but since he is the one running around the corner you will appear on his screen before he appears on yours (you are a stationary target, so no matter the lag you will be in the same spot on his client whereas he is moving so your client don't show exactly where he actually is). Because of lag compensation he will have killed you before you even hear the shot because that is how it happened on his screen.

I am very surprised to see someone asking for lag compensation to be put in a game that doesn't have it. Spare yourself the headache and frustration from being killed after diving into cover, drop this idea. Without it at least we can find peace in the fact that it is not the game that is killing us, it's the hardware.