Couple things:
1.) "Tracers" These are just particle effects added to actions started when you fire. Normal bullet effects are almost no different from a "Tracer" round, they just swap out the colors.
2.) Diablo, all that makes no sense . . .
3.) Problems with all weapons needing to lead. In a 100v100 battle, having even 1/4 of the population firing at full auto you're going to have alot of bullets in the air. Either server or client side tracing and registration of these bullets would suck up every little bit of bandwidth if it had to calculate it all. Which is the main reason I dont think they'll have lead times. Rockets of course are another matter, snipers will very probably be as well. When a buddy of mine created a simply massive UT level (UT2k4) even the insta hit sniper rifle in there was no longer instant hit.
4.) Another problem with sniper rifles not being instant hit is that they're semi or bolt actions usually. Hitting a moving target + lead time + lag = ineffective sniping. Which I doubt they want.
You are all saying you cant really compare this with old games, however it IS the unreal engine, albiet new and very spiced up. Thinking that they'll completely re-program the way registration and fighting works very probably isn't going to happen. You don't rewrite the alphabet every time you write a new book, even if it is "Dick meets Jane" vs "The Silmarilion"
A question for those of you who are advocating the large lead times with weapons. Have you played Planetside? I'm not trying to criticize, I'm merely curious whether you've played a game where this is readily apparent.
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