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[PVE] How would client-side gameplay work?

3 replies [Last post]
Tue, 06/05/2012 - 05:18
Metagenic's picture
Metagenic

Note: this is not a suggestion, I only know the basic ideas and I want to have a deeper understanding of this before I put anything into the suggestion forum (I've seen ppl get flamed harshly for not knowing what they were talking about).

So I was thinking about this as a sort of lag compensation to make the game a little easier for players from Asia, Oceania, South America, etc. where OOO don't bother to provide servers. For those of you who don't know what client-side gameplay, let's look at it in a hypothetical FPS, where hit detection matters a lot. Let's pretend there are two players in a deathmatch, A and B.

Server-side hit detection: Player A fires his gun at player B. Every single action takes place on the game server and only the game server. This may cause player A to miss the shot due to server latency even if his onscreen gun was aimed at B. Therefore, we can conclude that player A (the attacker) is getting the BS with this type of hit detection.

Client-side hit detection: Player A fires his gun at player B. A's game client sends a signal to the server saying "I hit B". Then the server interprets the signal and makes B take damage. This may cause player B to get shot and killed due to server latency even if, on his own client, he was not standing in A's line of fire. Therefore, we can conclude that player B (the target) is getting the BS with this type of hit detection.

Why, then, do I want to discuss client-side gameplay in PVE? Because in PVE (essentially the campaign mode of the game) there is no hypothetical player B to take the BS. It would make the game a lot more accurate for those not fortunate enough to live in places near the SK servers.

Note: this would NOT work in PVP, because gunners would then have a perceived advantage due to their targets not being able to dodge shots properly (if the gunner gets a hit in a client-side game, then his/her target would take damage regardless of actual position). It would only cause more problems.

Tue, 06/05/2012 - 07:44
#1
Juances's picture
Juances
~

Making everythign server-side works as an anti-hack shield.

The more stuff the client handles, the easier it is to make trainers and such.

Thats why we cant have nice things.

Tue, 06/05/2012 - 08:00
#2
Raisinfist's picture
Raisinfist
+1 to Juances

Also, if hits were client-side, you WILL get hacks which send 'I hit X @ 5,000,000 dmg' signals, once every millisecond. Juances got it right; making it server-side is the most effective way of stopping hackers.

Tue, 06/05/2012 - 08:25
#3
Trying's picture
Trying

The problem is making it server-side means people with bad ping get screwed over. Making it client-side means people with good ping get screwed over.

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