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Lagging != CPU Process.
Especially when there's a guy lagging infront of you LOL.
The thing is pretty balanced, since you assume it's not 'lag', then they can hit you 12 shots till you die too! win-win.
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That was just him, i had killed him earlier and he was just saying there because he multitasked or something, also kind of hard to kill someone when it takes 12 shots, they can almost heal faster than it takes to get hurt.
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We added a new aspect to all items called 'hurt time' which is a variable that controls when the player can next get hurt.
All guns are 0.5 hurt time- let me break it down for you
So your Souizen does 8 damage which = 0.5 (hurt time) * 7 (7 hits is 54 hp, enough to kill this person) takes 3.5 seconds to kill this guy.
0.5 * 7 = 3.5 (simple right)
Now you also reloaded in this video clip, which made you wait 0.25 seconds (the freeze rate of the Souizen)
Now damage is based on the other persons lag, so for example if you're not lagging, but the other guy is (depending if they're on WiFi or 3G, same applies to you). If you see the bullet hit on YOUR screen, doesn't mean that the other player see's it hits them on their screen at that exact time.
This is the downside to clientside hit detection, but it's the best way.
I hope this makes sense
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I understand what lag is and why you've added the hit timer, just it was fine before you increased it. The timer effects all guns with high fire rates, you said its 0.5, souizen for example has a 0.1 fire rate which means in the time it will take to hurt someone from constantly shooting them will take roughly 4-5 shots. It was ok before when your timer was 0.28 or whatever it was because even though it still took more shots it was only roughly 2-3 which makes a difference.
Its not as if you need a higher hit detection than at least .1 anyway because if the other play is lagging, they see all the bullets in like a wall which hits at the same time, but because of the small hit registration you have it will only take damage from 1 and block out the others. Same for the players against the person experiencing the lag.
Because the timer is so high effectively its helping laggers, and making it harder to pk because all players have to do is either run away or eat since it takes so long to kill them. And that reason alone is why ive stopped pking altogether and decided to spar instead because even though the hit registration is there they cant "run off" or whatever