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| Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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#1 (permalink) |
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Training Grounds
![]() Join Date: Nov 2006
Posts: 2
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Im wondering if anybody knows what sort of hit detection the game will be useing the demo videos are kinda hard to tell. since there all probly done on lan.
but yea wondering if it will be server side like the unreal games or clinetside like planetside. anybody know if the unreal3 engine includes the netcode? or webzen write that part themselfs. cause i have a fealing serverside hit detection on this would be kinda bad. |
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#3 (permalink) |
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Senior Member
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Webzen is using their own proprietary networking code, not the Unreal engine's, which is optimized for different types of gameplay anyways.
Client side hit detection has always been controversial since people believe it makes it much easier to cheat. Then again people have had no problem cheating with serverside calculation either, so who knows. |
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#4 (permalink) |
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Super Moderator
![]() Join Date: May 2006
Posts: 547
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Yes, they are using their own net code. In all probability this will have server side hit detection. One of the main reasons I say that is because of how they described laggers affecting the gameplay. If hit detection was client side, laggers would screw it up pretty badly. When you have hit detection server side, it calculates hits based on your last position recieved, so screwing with your rates and snagging some of the packets won't help.
It isn't 100% that is what they'll be doing since calculating hits serverside has alot more overhead than client side which just sends the datablocks of the results. They haven't told us anything about the server side gameplay issues like this yet so it all basically conjecture based on what they've hinted at in articles. I don't believe they'll have much client side since it will be an MMO and FPSs are notorious for cheating since it is so effective. Since it is a pay per monthly the chances of them having more server side go up since they have an income to put to maintaining servers.
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If you can't describe what you are doing as a process, you don't know what you're doing. ~W. Edwards Deming |
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#5 (permalink) | |
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Training Grounds
![]() Join Date: Feb 2006
Posts: 8
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Quote:
__________________
Let us use pictures in our sigs!! |
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#6 (permalink) |
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Training Grounds
![]() Join Date: Dec 2006
Posts: 2
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I am sure that a lot of the members of these forums are from PlanetSide.
Hit detection there was garbage. I am sure Webzen will not make the same mistake. I am sure I speak for pretty much everyone from PS who intend on getting Huxley when I say that I cannot wait for it to be released. Hell... a beta would be awesome! |
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#7 (permalink) |
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Training Grounds
![]() Join Date: Jan 2007
Posts: 3
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I registered on this forum specifically because of this thread.
I really like Planetside a lot even if the gameplay is absolutely repentitive and not really rewarding. But the only problem I have with the game is client-side hit detection. It's so annoying to be killed by people when I'm not even being shot at just because they're lagging so bad. Like yesterday I was shooting a mossie (don't ask) and ran around behind a wall to get out of the way after it killed two others. And just as I got around the corner, I suddenly went from 100 health 100 armor to 0 in just a second. And it's all because of the crappy netcode. It's so frustraiting because I know I can do so much better if the game didn't lag so damn much. I have a 3MB connection and the servers have pings over 100-200 so it's pretty useless. I can live with overpowered weapons and vehicles, but I can't stand something I can't make up for in skill. Simply put, PS' hit detection ruins the game. I'm really hoping that Webzen doesn't use clientside. But already Webzen is doing things like Sony did, such as signing the advertising thing with Massive... And even that I can live with. Just as long as the adverts don't have audio...Really annoying to hear the same Wendy's commercial over and over again... |
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