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Any servers in Oceana?
I believe there is an NZ server in the public list and at least 1 other in that region under the player run servers.
The game engine is Unreal Engine 4.24.3.
The default tickrate is 30, though server operators can change that as they wish.
There is an official server in Sydney, though we're having some difficulty updating it at the moment. Additional servers are run by a dedicated FUBAR in NZ.
I've been looking into the problems of UE3/UE4's issue with server side authority failing to register hits that are actually "hitting" the target which is an issue in replication. My search has led me to packet losses in the UDP data which prevents the server from performing the necessary calculation to register the hit.
Reference:
https://www.epicgames.com/unrealtournament/forums/unreal-tournament-discussion/ut-game-general-discussion/15230-hit-registration-netcode-in-this-build
Hit registration currently a non-issue with GB, as it done entirely on the client.
Server verification is *disabled*.
Yes, totally exploitable.
No, not permanent :)
A potential work around is to limit the number of concurrent clients and allow the game engine to comfortably manage the replication variables. A loop process is in place to update the state of variables while in game and this loop calls in network functions. The lower the entries in the loop, the more reliable the process variables are replicated.
Hit registration doesn't have to be totally client side which will lend to abuse and cause the game to fail due to the vulnerabilities. Patching this down the line will be a serious pain for both developers and players as it will cause a play style shift.
In similar avenues of interest, RIOT (developers of Valorant) was reported to have 128 tick which is something to be experienced for an e-sport standard. At the current pro level skill, even a 64 tick game still a good for a 5v5 match given sufficient resources.
This game has good concept and I'm interested in the progress of this game (coming from two games that has similar potential but lost because of reasonsj).
Given the levels of greed and poor infrastructure in much of the world, we're not getting to that anytime soon.
*cough* Stadia *cough*
So that leaves client-side hit registration with server-side verification.
This is a not a new concept and was simply called "lag compensation" back in the day.
One thing we have going for us is we do not have to worry about the usual disconnect between first and third person animations. This is *still* a thing in many other FPS games out there.