MP Hit detection is frustrating!

Post » Thu Dec 31, 2009 3:39 am

It is simply impossible to attempt evasive maneuvers when someone is shooting at you. Once someone has their crosshairs on you, you are dead before you know it. There is no time for you to act once the bullets start flying. The hit detection needs some balancing.
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sarah simon-rogaume
 
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Post » Thu Dec 31, 2009 12:37 pm

it's the aim assist
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Katie Samuel
 
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Post » Thu Dec 31, 2009 1:07 am

It is simply impossible to attempt evasive maneuvers when someone is shooting at you. Once someone has their crosshairs on you, you are dead before you know it. There is no time for you to act once the bullets start flying. The hit detection needs some balancing.

I know exactly where your coming from Kamjam. This has been my #1 complaint with the entire multiplayer. I've made thread about it, http://www.gamesas.com/forums/viewtopic.php?f=41&t=12855&start=20 nd here's one of my quotes explaining the hit detection.

Back again to constantly bring up the main problem in the multiplayer. As I constantly preach, hit detection in the #1 problem with multiplayer. I'm going to try and crudely explain the differences between demo and retail versions of the multiplayer with simple examples along why stating why the retail version is horrible for multiplayer. Alright if I could explain the demo version of hit detection in a simple explanation and example, it would be along the lines of these 2 examples:

Instead of letting the player control their reticule in the 3d- plane(cubed room), Crytek in turn made the ADS bullets a 2-d plane.(vertical wall). When a player is able to move their reticule in a 3d-plane, it makes it so the player bullets have to be in 1 localized area for registration. It's almost in a sense like a buried treasure( X marks the spot) with the buried treasure marked as a killing zone if the player steps in that position. With this type of hit registration, precision has to be consistent and accurate to drop a target , which means player input has to decisive. Since precision is a must, it allows for human error which a target can respond and capitalize off of in a shootout. Spraying won't work because it'll only send a minuscule amount of bullets towards the target. This was the demo hit registration and it kept everything in balance. A simple example of this is a giant bingo board as the ground. Say the target is standing on d2 square, the player has to aim and focus on that d2 square to drop them.

Now since the ADS is a 2-plane, it completely changes the rules of the scenario. Instead of having a small windowed killzone,( buried treasure/X marks the spot/bingo square), it in turn makes a killzone for every bullet fired.Imagine an area where there 1 big giant X on the ground for every bullet that stretches out till the bullets vanish. This in turn makes spraying way too viable as a shooting mechanic. It makes maximum armor extremely inneffective and it makes strafing far less effective. Add of top of the autolock ADS , then you have the a real bland shooting mechanic for a multiplayer experience. A simple example of how this works is a giant lawn sprinkler. Imagine the sprinkler going side to side covering the whole lawn. The sprinkler doesn't focus on 1 localized area, instead it covers the whole area.

GIVE PLAYERS THE 2ND DEMO HIT REGISTRATION & A MASS MAJORITY OF THE BALANCING ISSUES WILL BE CROSSED OF THE LIST

it's the aim assist
I believe that part of the problem but not all of it. They upped the autoaim along with changing how the player controls their bullets in dimensional plane. They basically have an almost guaranteed kill aiming system if you have someone locked down your aiming sites. Try to red what I posted up a little higher for a crude reference point of what I believe the problem is.
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Marquis deVille
 
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