Minimum

Minimum

View Stats:
Sonitorum Jun 1, 2014 @ 7:53pm
Let's talk client-sided vs. server-sided hit detection.
So gameplay-wise, server-side hit detection is failing to provide a seamless shooter experience.

The problems with this are most noticable when using a Shotgun or a Sniper. Shotgun is hitscan, but you have to lead a bit more due to server-side hit detection. For Sniper, you have to lead your shots, which is counter-intuitive to its precision shot role, and no one likes psuedo-projectile-based snipers in an arena shooter. Launchers have splash damage, Katanas have large hitboxes, and Hell Rifles are automatic fire spraying, so the frustrations of server-side hit detection aren't as noticable.

Having client-side hit detection over server-side hit detection would make it so that all of your hits count, which is extremely important to have in an arena shooter. However, this also introduces the risk of the aiming system being hackable for aimbots and such.

Having server-side hit detection would make the aiming system secure, but then that introduces the frustration of your shots not being on point all of the time.

So, what should be happening? Should client-side hit detection be in Minimum to inherently enhance the shooter experience of Minimum, or should server-side hit detection be kept, leaving it an objective just have a bunch of bandages applied to the netcode to reduce leading?
Last edited by Sonitorum; Jun 10, 2014 @ 11:09pm
< >
Showing 1-15 of 24 comments
Code the tightest netcode possible within the engine.

Use client-side detection as anything else is sub-par for competitive shooters.

Use a basic cheat detection to limit the generics.

Have a kick/ban interface option.

Trust the community but police with the developers.
JTheJackal Jun 1, 2014 @ 8:15pm 
Well:

Originally posted by WeaponTinkerer@HH:
Shotguns are trace, the projectile streams just show where the trace is going, they do have an inner and outer damage as well.

I don't mind leading but only when it's by design, not as the result of ping times.
What the above post said is what I'd like to see aswell, honestly.
Sonitorum Jun 1, 2014 @ 8:37pm 
Originally posted by JTheJackal:
Well:

Originally posted by WeaponTinkerer@HH:
Shotguns are trace, the projectile streams just show where the trace is going, they do have an inner and outer damage as well.

I don't mind leading but only when it's by design, not as the result of ping times.
What the above post said is what I'd like to see aswell, honestly.

Wait a minute, shotguns were hitscan this whole time?
Last edited by Sonitorum; Jun 1, 2014 @ 8:37pm
JTheJackal Jun 1, 2014 @ 8:39pm 
Originally posted by Sonitorum:
Wait a minute, shotguns were hitscan this whole time?

Apparently, though it doesn't feel like it.
junkyard Jun 1, 2014 @ 8:41pm 
Guess thats just how bad the lag is :/
Sonitorum Jun 1, 2014 @ 8:48pm 
Well, damn. I've been misinforming people in-game for the past 2 weeks, then.
Shotguns FEEL projectile-based though since I have to lead. That's yet another reason why we should have client-side hitreg.
Last edited by Sonitorum; Jun 1, 2014 @ 8:49pm
SawyerTHEBEST Jun 1, 2014 @ 8:49pm 
With this game being in pretty much beta, I feel like the servers are nodes not dedicated which gives a very shaky experiance , reminds me of earily minecraft, obviously when the game gets furthur in development things will get better, but so far I don't find it very game breaking, i'm not taking anything to seriously yet.

also feels like the tick rate is a bit high, which is why i really REALLY hate cs:go


Last edited by SawyerTHEBEST; Jun 1, 2014 @ 8:52pm
Sonitorum Jun 1, 2014 @ 8:50pm 
Real dedicated servers + client-side hitreg would massively improve the shooter experience.
Valleyman Jun 1, 2014 @ 9:27pm 
In my opinion I think its worth a shot to at least try out client side hit detection. However if this is not done properly it will benefit more to people with higher ping. I recall the first 'unlagged' mod for quake 3 where some people where warping badly and basicly could not get hit but had no trouble hitting other players and since there seem to be alot of players struggling with bad lag this could be the result.

However this is an early acces, beta if you will, if there is a time to try these things out it would be now!
junkyard Jun 2, 2014 @ 5:13am 
Also, I may be wrong here, but my understanding is that client-side hit detection feels more "responsive," but that client side desync can be way more noticeable and that you may get more hits on folks, but you'll more often get killed around a corner.
rawket Jun 2, 2014 @ 5:27am 
Originally posted by jünkyard:
Also, I may be wrong here, but my understanding is that client-side hit detection feels more "responsive," but that client side desync can be way more noticeable and that you may get more hits on folks, but you'll more often get killed around a corner.
I think that'd be better than what it is now. :/ Right now you sort of suffer with aiming at all times. Getting shot around a corner only happens every once in a while on client side hit detection games. Each has it's cons, but I think the overall feel of client side would be muuuuuuuuuch better.
Serelia Jun 2, 2014 @ 6:44am 
This is so true for both shotguns and sniper especially snipers though. Not trying to brag, just stating a fact. Just about every arena shooter i've played with desent hitboxes, reg and ping compensation or client based reg I'm a damn good sniper. i often end in first playing againts ARs and SMGs just rolling a bolt action sniper. So i know from experiance my aim with snipers is damn good, however in minimum i have tried every sniper a number of times with different armors setups againts different people and i can't kill, let alone hit anyone. I've tryied aiming square on people's chests and i've tried leading the target by varying ammounts without much success. Currently snipers just don't seem to work with the netcode the way it is.

TL:DR
Snipers are useless with the current ping issues.
junkyard Jun 2, 2014 @ 7:06am 
Not to toot my own horn, but I've been quite sucessful with the snipers. Now that I think about it, sometimes my shots seem to land right where I place them, and sometimes I have to lead them quite a bit, and this is against people with similar pings in both situations.

----

Perhaps the servers are struggling to keep up, and it isn't a netcode thing at all.
Sonitorum Jun 2, 2014 @ 7:10am 
I don't forsee getting killed around a corner being an issue. This game's netcode already seems good enough for that to be a rare occurence.

Also, I live in Chicagoland, which is very close to the Human Head HQ in Wisconsin, and my sniper shots are almost never on point when I land a hit. If a person is running in a predictable path or jumping forward, I have to lead. If I'm in a sniper battle and someone is trying to dodge my sniper hits, any hit I land is a luck-shot.

Last edited by Sonitorum; Jun 2, 2014 @ 7:32am
JTheJackal Jun 2, 2014 @ 9:24pm 
Hit reg has felt awful today. I'm not sure if it's just me which is entirely possible, but my friend said the same, as did some random people in the games I played.

This is the biggest issue on Minimum for me at the moment as the game would feel so much better if registration was both accurate and consistent.
< >
Showing 1-15 of 24 comments
Per page: 1530 50

Date Posted: Jun 1, 2014 @ 7:53pm
Posts: 24