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Bir çeviri sorunu bildirin
Other projectile weapons like the RPG do have a physical travel time.
BUT... there is latency that impacts game experience heavily.
There are 2 methods been used in games to deal with latency:
1. Client-side hit verification.
Your client/game app tells server either you hit or miss. Only you have to do is aim properly.
Problem with this is that such method can be easily abused by hackers, letting kill any player at any distance.
2. Server-side hit verification.
Client does not tell server either you hit your target or not, but it tells direction you are aiming and shooting. Server looks into data and then tells either it wants to register hit and kill.
This method been used in games like CS:GO, Foxhole and some other.
The difference between CS:GO and Foxhole is that CS:GO is using latency compensation. So whenever it receives data from clients it rolls back character location according to latency and attempting to calcultate hit probability as accuratly as possible (yet fails sometime when latency is instable)
(!) Foxhole does not have latency compensation at all. So in case you are having high latency or your target has high latency to the server, you have to lead a shot to hit your taget.
Problems do not end there. Foxhole also features extrapolation of character movement that normally game devs do no do.
This mitigates cases other shooter games experience with interpolation: "i was shot behind a corner".
But if player is dancing in place moving left and right, this might cause character short distance teleportations causing troubles of aiming and hitting it.
In case of enemy player peaking from behind a corner you might be shooting player's ghost but not player itself.
So, FPS wise Foxhole is a mess, but still is a good cooperative tactical game.