Free Aim

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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
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www.redorchestragame.com
I just got an idea. Since you already coded the free-aim (You we're experimenting with and without it). Why not make it a toggeable switch?
Leave it off by default, And make a seperate "Hardcore" mutator that adds free-aim, removes grenade counter, removes the ammo counter and makes ammo less effective.

I think Alan was mistaken, we haven't actually tried it in KF. Adding it in is a lot of work, and adds lots of additional network bandwidth for the player movement replication code.
 

Hipocracy

FNG / Fresh Meat
Apr 21, 2009
90
0
0
I think Alan was mistaken, we haven't actually tried it in KF. Adding it in is a lot of work, and adds lots of additional network bandwidth for the player movement replication code.

LETS MAKE A POLL!!!11!!!!1

i think most would like it with free aim because it adds a dimension of depth in a sense and prevent dishonest people from putting a piece of tape in the middle of their screens.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
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but the server do not have to send those zombies things as if they were players, also, zombies don't have freeaim, so it would have to be calculated only for 6
 

zYnthetic

FNG / Fresh Meat
Mar 20, 2009
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Atlanta-ish
www.zynthetic.com
It has to calculate AI.
If you want to witness firsthand the impact AI can have on performance try running TheHive offline. You can probably get the map from a server then use a cache converter to play it offline. Granted you have 2k4 w/ KFMod installed.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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It has to calculate AI.
If you want to witness firsthand the impact AI can have on performance try running TheHive offline. You can probably get the map from a server then use a cache converter to play it offline. Granted you have 2k4 w/ KFMod installed.

But he mentioned network bandwidth, and that doesn't have much to do with AI, surely, the server needs calculating power for AI, but I don't think thats network bandwidth related, and if a game like RO can handle 60 players, all of them with free aim, I don't see how 6 players can't have free aim, specially since they haven't even tried it.

free-aim is mostly, a client side thing, it could even be completely client side if a bit of accuracy of player model animation could be sacrificed in favour of this feature, it would be a real let down to not have it.
 
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[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
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Maybe its just not suited to the game-play !
Correct. As John said - makes sense in RO, with RO style gameplay and RO players. Not for KF...

On the net bandwidth: the server has to calc all the AI movements, positions and all that. All of those zombies movements have to be transmitted across the net, just like players. So - if you have 6 players, plus a ton of zombies, that is still a good bit of net traffic... if I understand it right, of course ;)
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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On the net bandwidth: the server has to calc all the AI movements, positions and all that. All of those zombies movements have to be transmitted across the net, just like players. So - if you have 6 players, plus a ton of zombies, that is still a good bit of net traffic... if I understand it right, of course ;)

yes but thats unavoidable and totally unrelated to free-aim
 

Sniperdragon

FNG / Fresh Meat
Mar 24, 2009
135
1
0
Netherlands
yes but thats unavoidable and totally unrelated to free-aim

It is related.
Zombies only bandwith = 100kbs
Zombies + freeaim bandwith = 200kbs
plus, as suggested before, making freeaim clientside is a baaaad thing. Prone to cheats that way.
And KF already is hectic in the mod if you get jumped by a stalker in the back. You want pinpoint accuracy at that moment, when you spin around in 0,1 sec. not some gobbly free-aim.
 

M3tabolic

FNG / Fresh Meat
Mar 23, 2009
116
4
0
It is related.
Zombies only bandwith = 100kbs
Zombies + freeaim bandwith = 200kbs
plus, as suggested before, making freeaim clientside is a baaaad thing. Prone to cheats that way.
And KF already is hectic in the mod if you get jumped by a stalker in the back. You want pinpoint accuracy at that moment, when you spin around in 0,1 sec. not some gobbly free-aim.


Agreed. The more I think about it the more I realise it might not be a very good idea.

I think there are more important things to get right in the game than freeaim. It's a 'nice to have' maybe... but not essential by any means.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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It is related.
Zombies only bandwith = 100kbs
Zombies + freeaim bandwith = 200kbs
plus, as suggested before, making freeaim clientside is a baaaad thing. Prone to cheats that way.
And KF already is hectic in the mod if you get jumped by a stalker in the back. You want pinpoint accuracy at that moment, when you spin around in 0,1 sec. not some gobbly free-aim.

don't try to argue with made up numbers, really, it feels wrong. Also free-aim is client side in RO already, or do you wait for the server to tell you if you can move your weapon or not?
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
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I know. How about u all go play KF mod and then comment on what the new game should be like ;) If uve never played KF Mod then DONT COMMENT ON SOMETHING YOU DONT KNOW :)

I have played the mod so I comment on something i DO know, and there I thought: "this mod really needs free aim and ironsights"

I dont get how can you assume I havent tried it
 
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Sniperdragon

FNG / Fresh Meat
Mar 24, 2009
135
1
0
Netherlands
don't try to argue with made up numbers, really, it feels wrong. Also free-aim is client side in RO already, or do you wait for the server to tell you if you can move your weapon or not?
Totally made up numbers there dude, just to show an example. Bandwith could be bigger or smaller, but the case stays that the bigger the bandwith footprint, the more the game is prone to ping issues. And since KF is coop it won't contain very severe anti-cheating protection like RO would have (I think). Thus the chance of someone hacking it are more likely.
 
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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
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www.redorchestragame.com
As Alan said the big thing is we don't think it fits. The bandwidth concern is secondary. But I will point out, that bandwidth is probably more of a concern with KF than with RO. With RO, to host 50 players on a server you need a BEAST cpu, and it uses about 7 MB per second of bandwidth. Thus RO isn't really designed to be played on anything but a dedicated server.

Killing Floor is designed so that the average DSL/Cable user can run a listen server out of their home and still have a decent gameplay experience. A lot of DSL/Cable high speed internet companies limit your upload bandwidth to 512kb or even 256 kb. Thats really not a lot to work with. Thus we have to save bandwidth where we can.
 

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
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"Killing Floor is designed so that the average DSL/Cable user can run a listen server out of their home and still have a decent gameplay experience."

And that in my humble opinion, is good news.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
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liandri.darkbb.com
Just thinking about it, there is really no other feasible way of handling this. Sure, huge dedicated servers are a nice thing to have but unlike RO, where you need an army of players anyway, KF is a game you might just want to play with a few of your friends for a while and being able to host a game yourself (with the options you want) is much better than hoping there is a decent empty server for you and your crew somewhere.
If that means no free-aim, so be it. It's unfortunate because the KF mod seems like it could really use it but if we have to make the choice (!?) between free-aim and being able to host our own games I think free-aim can take a back seat.