BF3+client side hit detection=lame

This topic is locked from further discussion.

Avatar image for morenosuba
morenosuba

25

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#1 morenosuba
Member since 2011 • 25 Posts
once again the devs take the easy way out and cripple a potentially awesome game. dont get me wrong i like the game and i so close to loving it but, the bullets that follow you arround corners, the survivng with 0 hp, the hits that dont register at all, people hitting you before you can even see them..... are holding me back. i'm still playing and i hope they will iron out some of the bugs but i just dont know how good this game will ever be with the limitations of client side hit detection. the demolishable environment is fun thou....
Avatar image for theking52_TDK
theking52_TDK

943

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#2 theking52_TDK
Member since 2008 • 943 Posts

There are lags, thats what it probably is. not hit detection issue. as f or people killing you before you can see them, well... thats why you move around on foot carefully if youre by yourself. it takes just a few bullets to get killed. if someone has you marked from a distance, youre most likely to die before seeing who shot you. thats how the game is.

Avatar image for Phoenix534
Phoenix534

17774

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#3 Phoenix534
Member since 2008 • 17774 Posts

Clientside hit detection is probably the dumbest thing DICE has ever done. I will never understand why they did that.

Avatar image for morenosuba
morenosuba

25

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#4 morenosuba
Member since 2011 • 25 Posts
lag slows your fps or even freezes you screen.with lag you see people skipping all over the place and your gameplay becomes really choppy. at a steady 40 fps with a smooth gameplay it's not lag it's the fact that the 2 clients are not in sync. it's the fact that on his screen your new position was not updated and since he was still hitting you (on his screen) he killed you. the server does not check to see if on your client you made it behind a wall, as long as his client says he was hitting you you get killed. that is what client side hit detection does. with server side detection it's the server that cross references your location informations and his information and decides where you actually were and if you got hit or not. the one with less ping has the advantage. with client side detection it doesn't matter how good a ping you have. if there is a large disparity between you and your enemy's ping either you or him will run into these problems.
Avatar image for YoungSinatra25
YoungSinatra25

4314

Forum Posts

0

Wiki Points

0

Followers

Reviews: 9

User Lists: 0

#5 YoungSinatra25
Member since 2009 • 4314 Posts

Poor choice on DICE's part, things likegetting shot around corners in the Betahad me in a CODdeja vu. If the released game has similar issues thats not even a shame thats unfortunate and a step backwards.

Hope these issuesget resolved...

Avatar image for Ballroompirate
Ballroompirate

26695

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#6 Ballroompirate
Member since 2005 • 26695 Posts

The hit detection is very lame, put 41 rounds into one person and they did not die but I died from 3?.

Avatar image for Am_Confucius
Am_Confucius

3229

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7 Am_Confucius
Member since 2011 • 3229 Posts

The hit detection is very lame, put 41 rounds into one person and they did not die but I died from 3?.

Ballroompirate
41 one rounds? O rly?
Avatar image for Velocitas8
Velocitas8

10748

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#8 Velocitas8
Member since 2006 • 10748 Posts

I don't own BF3, but no way are they amateur enough to use client-side hit detection. Too easy to cheat such a system.

You're probably referring to "time rollback" where the server checks if a hit landed on a client during the instant he fired it, back in time a couple hundred milliseconds, usually with some kind of reasonable limit (like 200 ms.) The effect is similar to client-side hit detection in most cases, but it's not the same thing. Hit detection is strictly done server-side in this case.

Sure it's frustrating to die "around a corner" to someone with a ping higher than yours (it was a legit kill on their screen), but the reverse would be even more frustrating (having to lead your targets with no ping compensation, or shooting at someone who is about to round a corner on your screen and having nothing happen.)

Avatar image for ristactionjakso
ristactionjakso

6118

Forum Posts

0

Wiki Points

0

Followers

Reviews: 39

User Lists: 0

#9 ristactionjakso
Member since 2011 • 6118 Posts

So basically its another black ops?

wont be buying.

Avatar image for lamprey263
lamprey263

45436

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#10 lamprey263
Member since 2006 • 45436 Posts
Out of curiosity have you changed the filter settings on multiplayer? I'm in the Western US zone and my game was defaulted to European servers so I switched the filters and it has been working better, maybe you'll have more luck then because this sounds like lag issues.
Avatar image for Elann2008
Elann2008

33028

Forum Posts

0

Wiki Points

0

Followers

Reviews: 17

User Lists: 0

#11 Elann2008
Member since 2007 • 33028 Posts
LOL@ bullets that follow you around the corner. I thought it was only me. Bullets go through barricade covers..
Avatar image for Ballroompirate
Ballroompirate

26695

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#12 Ballroompirate
Member since 2005 • 26695 Posts

[QUOTE="Ballroompirate"]

The hit detection is very lame, put 41 rounds into one person and they did not die but I died from 3?.

Am_Confucius

41 one rounds? O rly?

Yes from the M249 (with a grip and sight), did the same to a friend who unloaded someone with a M16.

Avatar image for ZombieJesus007
ZombieJesus007

48

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#13 ZombieJesus007
Member since 2011 • 48 Posts

lag slows your fps or even freezes you screen.with lag you see people skipping all over the place and your gameplay becomes really choppy. at a steady 40 fps with a smooth gameplay it's not lag it's the fact that the 2 clients are not in sync. it's the fact that on his screen your new position was not updated and since he was still hitting you (on his screen) he killed you. the server does not check to see if on your client you made it behind a wall, as long as his client says he was hitting you you get killed. that is what client side hit detection does. with server side detection it's the server that cross references your location informations and his information and decides where you actually were and if you got hit or not. the one with less ping has the advantage. with client side detection it doesn't matter how good a ping you have. if there is a large disparity between you and your enemy's ping either you or him will run into these problems. morenosuba
I haven't encountered that kind of lag, must be lucky I guess, ditto wtih bullets around corners. I have just experienced a person kill me when I returned fire at point blank range only to see a 0% health on the person that killed me still moving around. Regardless, still a fun game.

Avatar image for WyteCollaCrim
WyteCollaCrim

244

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#14 WyteCollaCrim
Member since 2011 • 244 Posts
Thats what happens when a game is designed around camping.
Avatar image for Am_Confucius
Am_Confucius

3229

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#15 Am_Confucius
Member since 2011 • 3229 Posts
Thats what happens when a game is designed around camping.WyteCollaCrim
Lol no.
Avatar image for Overlord93
Overlord93

12602

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#16 Overlord93
Member since 2007 • 12602 Posts
Client side hit detection ( or kill updating ) is one of the most annoying things in any game. I've always noticed that in BF you kill someone about a second after they've run round the corner, I'm surprised they still haven't sorted that out.
Avatar image for morenosuba
morenosuba

25

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#17 morenosuba
Member since 2011 • 25 Posts

I haven't encountered that kind of lag, must be lucky I guess, ditto wtih bullets around corners. I have just experienced a person kill me when I returned fire at point blank range only to see a 0% health on the person that killed me still moving around. Regardless, still a fun game

yes, i've also had that happen. i've snuk up on an enemy and aunloaded a good 5/6 shotts on him from 6 feet away only to have him turn arround and kill me in 2 shots. none of my hitts registered and he was still at 100% hp. this of course doesn't happen as often as bullets arround the corner. the only fix i can possibly think of is that games will have a cap on how much ping difference is allowed. basically if you have more then 50 ping you get kicked or something. tihs of course would suck for people that can't find any server with less then 50 ping. or maybe make such servers optional where, if you choose these "ping optimized' servers, you can be sure that anyone with more then 50 ping will get kicked. either way i hope they find some sort of a fix.

Avatar image for Olimar_the_Min
Olimar_the_Min

513

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#18 Olimar_the_Min
Member since 2008 • 513 Posts
I played BF2 for years and the hit detection was horrible. Seems like they haven't fixed it. BF games have this problem since the maps are huge. Warcraft has the same problem. Go load up two characters in the game on two different computers. They won't be standing where you think they are on the screen.
Avatar image for Am_Confucius
Am_Confucius

3229

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#19 Am_Confucius
Member since 2011 • 3229 Posts
I played BF2 for years and the hit detection was horrible. Seems like they haven't fixed it. BF games have this problem since the maps are huge. Warcraft has the same problem. Go load up two characters in the game on two different computers. They won't be standing where you think they are on the screen. Olimar_the_Min
The hit-detection is bad because the maps are big? Wha?
Avatar image for halokillerz
halokillerz

3406

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#20 halokillerz
Member since 2004 • 3406 Posts

[QUOTE="morenosuba"]lag slows your fps or even freezes you screen.with lag you see people skipping all over the place and your gameplay becomes really choppy. at a steady 40 fps with a smooth gameplay it's not lag it's the fact that the 2 clients are not in sync. it's the fact that on his screen your new position was not updated and since he was still hitting you (on his screen) he killed you. the server does not check to see if on your client you made it behind a wall, as long as his client says he was hitting you you get killed. that is what client side hit detection does. with server side detection it's the server that cross references your location informations and his information and decides where you actually were and if you got hit or not. the one with less ping has the advantage. with client side detection it doesn't matter how good a ping you have. if there is a large disparity between you and your enemy's ping either you or him will run into these problems. ZombieJesus007

I haven't encountered that kind of lag, must be lucky I guess, ditto wtih bullets around corners. I have just experienced a person kill me when I returned fire at point blank range only to see a 0% health on the person that killed me still moving around. Regardless, still a fun game.

Thats because what he described isn't lag. Lag doesnt have anything to do with fps. What he described as not lag is actually lag, its when there's a noticeable delay between when an action is taken and the response. In this case, its when the data that hes behind cover gets sent from his game to the shooter's game that has lag.
Avatar image for Rovelius
Rovelius

3252

Forum Posts

0

Wiki Points

0

Followers

Reviews: 13

User Lists: 0

#21 Rovelius
Member since 2006 • 3252 Posts

I got used to it in BC2...

Avatar image for Am_Confucius
Am_Confucius

3229

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#22 Am_Confucius
Member since 2011 • 3229 Posts

I got used to it in BC2...

Rovelius
The hit detection in BC2 was client side?