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  1. #1
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,881
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    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.
    (0)

  2. #2
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Catwho View Post
    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.
    This is still a developer problem. Not the player's.

    Maybe their servers should ask the clients where the players are before hitting them for all of their HP.

    Just saying.
    (0)

  3. #3
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Bishop81 View Post
    This is still a developer problem. Not the player's.

    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.
    (0)

  4. #4
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Sove92 View Post
    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.
    (0)

  5. #5
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    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.
    Pragmatism.

    Otherwise the input lag will cause motion sickness for many players - such as me.

    Quote Originally Posted by DrOstler View Post
    Agreed. If theres one thing this game is lacking, its RNG
    Touché.
    (0)

  6. #6
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Bishop81 View Post
    Pragmatism.

    Otherwise the input lag will cause motion sickness for many players - such as me.
    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.
    (0)

  7. #7
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    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.

    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.
    (1)

  8. #8
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Bishop81 View Post
    The reason is because the client confirms with the server before moving the my character on screen, 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.
    (0)