Now I do know that in the current situation there are people that simply face a lack of servers close to them in some parts of the world. But that's simply an issue that's present with a smaller playerbase.
Once all the issues are sorted out, I am sure there will be hundreds and eventually a few thousand players that will come back to this game. I am pretty certain that you will see a reduction in high ping players on your local server.
The current networking model is one of those issues that is keeping those people away. Look at player reviews, professional reviews, in-game youtube videos, etc. There are so many complaints about how shooting is simply not working as it should everywhere else. These forums are the only place I've seen people cheering the server-side, non-compensated hit detection as a good thing -- side-by-side with threads complaining that hit-registration is bugged, which can be neatly tracked down to... The server-side non-compensated hit detection.
As I see it;
2) Server-side netcode ("UT Legacy netcode"):
Cons:
You forgot:
- Can distort the experience of being shot at ("shot behind cover")
The people advocating the server-side non-compensated model like to overlook the fact that it, too, results in you dying when you appear behind cover on your screen. When you die on the server, you still don't have the message on your end. When you finally get it, you drop dead, even if you've already moved behind cover on your computer. It's a "problem" (And an illusionary one at that) that exists in either model.
As for my own summary:
You can make the networking work for only one of three perspectives; the shooter, the server, or the target. Only one of these has you shoot where you actually should, same as if you were playing a single-player or LAN game. Only one of these has no "dying behind cover" (And it's a
horrible model, more on that in a sec). And one of these, the server, is unseen by any of the players.
To get rid of the illusion of dying behind cover, you would need target-side hit detection. Now you not only have to lead by your own latency, you have to lead by the target's latency. Quick, is that sprinting guy you're shooting at pushing 100ms or 200ms latency? That's a half-meter difference in where you have to aim, in addition to whatever yours is, plus whatever lead you
actually need for his movement. Good luck hitting anything moving with a bolt-action. Especially if he changes direction. There's a reason this model was dropped, and dropped
hard.
So that leaves us with modeling either for the server's perspective, or the shooter's perspective. And here I think people are very much confusing what is actually happening. See, when people complain about "dying behind cover," the fact is, they're not. It looks like it, but that's an illusion created by the simple fact that when you play a game over the internet, there is going to be a delay between all the players and the server. In fact, you did not die behind cover. That open area you just moved through a fraction of a second earlier? That's where you died. This happens in client-side, server-side, and server-side lag-compensated models. Yet despite how horrible this dying-behind-cover deal is, there's a notable silence about the event at the moment, despite it happening.
But "dying behind cover" is nothing but an illusion. You are not any more vulnerable to an accurate shot in either model, and you are not exposed to fire any longer. People seem to treat the client-side model as skewing this. If we're dealing with, say, 200ms latency, a client-side model does
not mean that you're exposed for 200ms
longer, rather you're exposed 200ms
later. If you sprint across a 10-meter gap, you're exposed for the same 2 seconds either way, and if someone shoots in the right place, you die in the same spot, either way.
For a more thorough example: Say you're sprinting along when you enter an area covered by someone with absurdly high latency (1,000ms) just 20 meters away. With a server-side model, you enter his sight. Because the server predicts movement he sees where the server says you are. Let's say he's on the ball, and in half a second (Distance traveled 2.5m) not only can estimate exactly how far he has to lead you (About 5 meters, or nearly 3 full body lengths) but can sight in and shoot. He does, and one second later (Total distance traveled, 7.5m), that information hits the server. Server compares data, says, "yup, he's dead," and pushes that data to you. You drop dead 7.5 meters out.
Now for the client-side model. You enter his sight. He again takes a half-second to get a bead on you and fire (2.5m). His client says "It's a hit!" and sends that to the server. It arrives a second later (7.5m). Server looks it over, agrees that the shot could have been valid, declares "yup, he's dead," and pushes that data to you. You drop dead 7.5 meters out.
Not a very big difference there, is it?
Oh, but you can find places where it does make a difference, and let's just say those are not so good. People complain constantly of the run-and-gun tactics, yet we're ignoring that the server-side hit-detection is possibly the largest factor contributing to that. Hitting a running target is far harder than it should be, and hitting one that is moving evasively is even more so, especially for bolt-action rifles. At 20 meters, a target's movement should not matter much (10-20cm, perhaps), but in the current model, it can mean over a meter of lead needed, and if they're maneuvering, you have to guess what way they're going. Ever had someone hip-firing a SMG or MG while running zig-zag at you, while you're prone and trying to hit them with your bolt-action rifle aimed down the hallway they're charging up? Good money on which way that one's going to end.
With the current model, you are ridiculously easier to hit while stationary than when you're moving. Poke your head over a fence at 150 meters in Spartanovka, you've probably going to lose it in short order. Run across the huge field to the gullies at 150 meters, and you'll probably be just fine.
A networking model that ruins the firearms handling for anyone without a very low ping, in a niche game that is unlikely to have servers nearby for everyone, is a serious flaw. There is a very good reason that this model has been dropped for practically
every FPS released in the past decade.