Debriefing > Impressions & Feedback

LTK, MWGG... Various issues...

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Jonathan [Spider]:
The LTK issue your talking about i have only seen when theres really bad lag, either you, or your opponent. if that happens its a client side error that says you shot hte guy, but the server says otherwise, and the server is always right. that's my understanding of how that happens.

the time this can happen is with the spawn invul theres only a 2 second window for it (or the player fires once then no more spawn protection), i think we are going to switch the window to 1 second on LTK servers.

its really REALLY rare for me to see a time when i shoot someone with either LTK or the GG and they don't go down instantly maybe 1 out of 70 hits on people. and if it does, one of us has always been lagging.

1. known issue
2. known issue
3. yea it sucks when they do that, could you bug all the server admins you play at to split their servers into 2 or 4 games haha.
4. known issue kinda gross to haha
5. known issue yea we can nail this a bit better when we get better animations.
6. yea we need some better player clipping on some levels

thanks for the response dude. we will nail pretty much all of it for our next patch or release

killermonkey:
Hit detection is no longer a problem in Beta 3. What is a problem is people running 16 man servers on a connection / box that can only handle 10 or less! This results in the server doling out 20-30 updates per second to each client, to put that into perspective... the normal server update rate is around 100 updates per second

Independent lab testing confirms that higher powered servers are a dream to play on.

Sean [Baron]:
I do agree that blood should not splatter if hits are not being registered, whether thats during invul time, or spawn invul time.

Also about the GG issue in MWGG, I also agree. Possibly a arrow pointing down at the GG would work.

killermonkey:
I really don't know what the problem is with the big GG icon on the radar? If you are near it, the GG is near you go grab it! (of course it could be up/down that's part of the game)

As far as blood on "hits".... the way source is coded does not allow me to effectively filter out the blood spray of unregistered hits. If the client "guesses" that you hit them when in reality it doesn't count on the server then oh well... that's the nature of online gaming, its just very amplified in LTK and GG modes.

Rodney 1.666:

--- Quote from: Wake[of]theBunT on February 09, 2009, 03:15:27 am ---Cant help that, time will weed out or EDUCATE them, depending on their tolerance to learning.

Just kindly say "that is this game mode, its called license to kill, and each bullet that registers is a kill"

MUST point out registers because spawn invuln still exists in ltk

--- End quote ---

Everyone I've educated has been tolerant so far.


"why does one shot kill?" / "is this one hit kills?" / "does one hit kill always?" / "why do i die so fast!?!"

Me: (mic) "This is an LTK server; License to Kill, meaning one-hit kills."

"o ok"


"this gun sucks!!"

Me: ...

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