Concerning Magic Bullets

Post » Thu Jul 08, 2010 7:22 pm

This problem plagues games like CoD and it has a lot more to do with somebody's connection. Bad programming or some such.

Anybody seen any evidence of this in Brink yet?

For those who don't know what I'm talking about, this is a good example: http://www.youtube.com/watch?v=z_PTYuvuD9E
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Tessa Mullins
 
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Post » Fri Jul 09, 2010 10:54 am

Considering brink is being made for the average user that is fed up with those types of games. And that kind of crap I don't see this being a huge issue. Especially since weapon balancing will play a large role in the game. Also brink WONT BE CoD. newsflash. Check out the enemy territory games by splash damage and voice your concerns from there.
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Miguel
 
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Post » Fri Jul 09, 2010 10:06 am

This problem plagues games like CoD and it has a lot more to do with somebody's connection. Bad programming or some such.

Anybody seen any evidence of this in Brink yet?

For those who don't know what I'm talking about, this is a good example: http://www.youtube.com/watch?v=z_PTYuvuD9E

Wow COD is such a bad game. I hope I don't see that in BRINK....for everyone's sake.
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Rudi Carter
 
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Post » Fri Jul 09, 2010 7:03 am

This problem plagues games like CoD and it has a lot more to do with somebody's connection. Bad programming or some such.

Anybody seen any evidence of this in Brink yet?

For those who don't know what I'm talking about, this is a good example: http://www.youtube.com/watch?v=z_PTYuvuD9E

From that video, it looks like a problem with bullet penetration. If that is the case, Brink doesn't have bullet penetration, so no shooting through walls. Brink also doesn't have player collision, so teammates can walk through each other (like TF2)

EDIT: Also, COD appears to have 2 hitbox regions - headshots, and everywhere else, with not a lot of difference between them. Brink has 3 regions - headshots, torso, and limbs, with significant differences between them, so just popping off a few lucky shots, should be much less common.
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Kim Bradley
 
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Post » Fri Jul 09, 2010 7:30 am

It's not just in CoD though. That problem also plagued Bad Company 2. It's in a lot of FPS games. It's just seems to be one of those little problems that are just kind of difficult to get rid of despite being seemingly easy to.
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louise fortin
 
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Post » Fri Jul 09, 2010 8:49 am

My understanding is that the problem lies in the way that damage is handled, one connection (the host, shooter, or target) is slow, or out of sync and the bullet damage over the out of sync time is not immediatly registered. This means that once the connection comes back into sync all of the unregistered damage is compressed into a single packet and the target is killed, even if he is behind a bunch of cover. Hence the "magic bullets".
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Anne marie
 
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Post » Fri Jul 09, 2010 12:05 am

Huh, I always thought it had something to do with the players hitboxes, like them trailing behind the player a bit.
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lauren cleaves
 
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Post » Thu Jul 08, 2010 7:21 pm

Huh, I always thought it had something to do with the players hitboxes, like them trailing behind the player a bit.

No, its a lag issue. Its somewhat hard to balance. The two extremes are magic bullets or making people with lag be unable to hurt people unless the enemy is standing still. But Brink has an engine that has been tweaked over the years, and that SD is familiar with, so they should be able to put together a good hit registry system.
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Ernesto Salinas
 
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Post » Fri Jul 09, 2010 12:21 am

No, its a lag issue. Its somewhat hard to balance. The two extremes are magic bullets or making people with lag be unable to hurt people unless the enemy is standing still. But Brink has an engine that has been tweaked over the years, and that SD is familiar with, so they should be able to put together a good hit registry system.


I approve of this message.
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Chase McAbee
 
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Post » Thu Jul 08, 2010 7:49 pm

It's not just in CoD though. That problem also plagued Bad Company 2. It's in a lot of FPS games. It's just seems to be one of those little problems that are just kind of difficult to get rid of despite being seemingly easy to.

This really is a COD-issue. It's in pretty much every COD game since Modern Warfare because the netcode is atrocious.

Basicly every client tells the host what he is doing/has done and the host approves of this, regardless what any other client says.

So if Player A (Client A) sees Player B (Client B ) and shoots at Player B, the following can happen:

Client A to server: I see Client B.
Server: Roger
Client A to server: I shoot at Client B.
Server: Roger
Client B to server: I register shots being fired from Client A.
Server: Roger
Client A to server: I hit Client B and cause 75 damage.
Server: Roger
Client B to server: I receive hits by Client B and take 75 damage.
Server: Roger
Client A to server: I hit Client B and cause 35 damage. I kill Client B.
Server: Roger
Client B: I get into cover and have 25 health left.
Server: Does not compute, Client B. You were shot by Client A and received 35 damage. You are dead.
Client B: Well ... okay ... I guess.
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Kat Lehmann
 
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Post » Fri Jul 09, 2010 4:09 am

This really is a COD-issue. It's in pretty much every COD game since Modern Warfare because the netcode is atrocious.

Basicly every client tells the host what he is doing/has done and the host approves of this, regardless what any other client says.

So if Player A (Client A) sees Player B (Client B ) and shoots at Player B, the following can happen:

Client A to server: I see Client B.
Server: Roger
Client A to server: I shoot at Client B.
Server: Roger
Client B to server: I register shots being fired from Client A.
Server: Roger
Client A to server: I hit Client B and cause 75 damage.
Server: Roger
Client B to server: I receive hits by Client B and take 75 damage.
Server: Roger
Client A to server: I hit Client B and cause 35 damage. I kill Client B.
Server: Roger
Client B: I get into cover and have 25 health left.
Server: Does not compute, Client B. You were shot by Client A and received 35 damage. You are dead.
Client B: Well ... okay ... I guess.


You ever do programming?
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Jade Payton
 
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Post » Fri Jul 09, 2010 6:03 am

This really is a COD-issue. It's in pretty much every COD game since Modern Warfare because the netcode is atrocious.

Basicly every client tells the host what he is doing/has done and the host approves of this, regardless what any other client says.

So if Player A (Client A) sees Player B (Client B ) and shoots at Player B, the following can happen:

Client A to server: I see Client B.
Server: Roger
Client A to server: I shoot at Client B.
Server: Roger
Client B to server: I register shots being fired from Client A.
Server: Roger
Client A to server: I hit Client B and cause 75 damage.
Server: Roger
Client B to server: I receive hits by Client B and take 75 damage.
Server: Roger
Client A to server: I hit Client B and cause 35 damage. I kill Client B.
Server: Roger
Client B: I get into cover and have 25 health left.
Server: Does not compute, Client B. You were shot by Client A and received 35 damage. You are dead.
Client B: Well ... okay ... I guess.



I shot someone jumping through the air. They were standing on the ground shooting me by the time I pulled the trigger, and none of my bullets could have hit them. I killed them with a headshot.


This is something increased health can fix. COD, even a single extra bullet taken due to the lag can kill you, and probably will. In Brink, one probably won't matter too much. Still hope it's fixed though.
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YO MAma
 
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Post » Fri Jul 09, 2010 7:17 am

You ever do programming?

Is this a serious or a rethorical question? It sounds a lot like you're going to tell me how it works anyway.
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I love YOu
 
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