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Client hit detection?

RO2 is a PvP game featuring 32 vs 32 (so 64 players in total) battles, in giant maps and at very long ranges.

KF2 is a PvE game very likely to involve no more than 10 players per server, with Friendly Fire off by default (like on KF1), at much shorter ranges.

For all these reasons, the networking and feeling/feedback challenges aren't the same at all:
- in RO2 you need a credible and "fair" multiplayer hit detection for both players (shooter and shotee) with extremely high constraints (bandwidth and server CPU)
- in KF2 you have much less constraints (only need to satisfy the shooter), and need a very responsive (feeling) and stable (lots and lots of shots have to land the same way, at very close range) hit detection.

Also, we don't know what kind of modifications will be made on the networking (netcode & all) for KF2.

Oh, and let's not forget the most important part: the new gore system. That one will be the biggest challenge (imo) since it's completely new tech and we don't know exactly how it will behave when released in the wild on bazillion different rigs and installs.
 
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