This is still a developer problem. Not the player's.Players can reduce the UI problem in Titan by making a sharp turn after exiting the AOE ground area. This forces the client to tell the server that you are out of the AOE at the time of landing. That's how a friend of mine eventually beat Titan HM on PS3. He called it the "right angle trick." Get out of landslide, make a 90 degree turn and then run parallel to it for another second.
Maybe their servers should ask the clients where the players are before hitting them for all of their HP.
Just saying.


Trusting the client is one of the worst design choices for a multiplayer game. And server already trusts the client too much when it comes to movement, the server makes no attempt to check if the movement done was possible.
That right there is one of the biggest issues when it comes to cheating and RMT someone on the Dev team needs to spend a month looking at how to sanity check movement requests and coordinates - and then implement it.
Pragmatism.
Otherwise the input lag will cause motion sickness for many players - such as me.
Touché.


What input lag are you speaking of? The game makes use of movement prediction (now wish it also had a lag compensation, attacking moving targets as a melee is a pain in the ass) already, you would still see your character move and stop in real time, even with the propability checks added.
Lag as in a slight delay between me pushing the forward button and my character actually moving.What input lag are you speaking of? The game makes use of movement prediction (now wish it also had a lag compensation, attacking moving targets as a melee is a pain in the ass) already, you would still see your character move and stop in real time, even with the propability checks added.
GW1 didn't work for me for this reason. PSO2 made me sick.
The reason is because the client confirms with the server before moving the my character on screen, hence the lag.
PS: Vice City (yes, the PS2 game) also had this problem even though it's an offline game. The game took too long to process from button press to on screen action - they probably pipelined a ton of stuff hence the lag.


Movement prediction exists to eliminate this issue, which this game already uses. You will always see your character in real time, the client simply predicts where your character will end up with your movement, only if you have massive lag or the system is poorly implemented will you ever see your character rubberband or move with a delay.
The prediction is used for other players on your screen. There is no reason to predict your movements since the information required to determine that is already at your client - from your keyboard.Movement prediction exists to eliminate this issue, which this game already uses. You will always see your character in real time, the client simply predicts where your character will end up with your movement, only if you have massive lag or the system is poorly implemented will you ever see your character rubberband or move with a delay.
If you have massive lag, you will notice that you can still run around (of course the server isn't getting the information), when the lag cease and the server catches up, it just takes the client's word as to where you are. Others will see you rubberband but your own rubberbanding isn't visible from your side - you will see others rubberband though.
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