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  • playerone2 Novice 235 posts since
    Nov 29, 2011
    Currently Being Moderated

    You say only the developers have access to the networking code?

     

    Are the variables in the "lag comp" system determened and "corrected" at the servers. or do you think the server just sends the data or the amount of latency each player has to the console. and the actual amount of "compensation" to add is in the game itself.

     

    I may be way off with that. but if thats the case havent people been hacking the games and modifying the code for ever.

    --Couldnt someone figure out which lines of code decide how much to add or delay. and change it all to zero and start from there?

    Or is that way different then just bringing up the hitbox or changing the amount of aim assist or whatever they do to make aimbot wallhack and whatever other mods they do.

     

    Just curious.

     

    BTW, I think your video may have actually made me a better player.

  • nuttin2say Expert 2,544 posts since
    May 24, 2011
    Currently Being Moderated

    When you look at the above situations, can you also look at player performance leading up to the particular instances?

     

    Because what I see in the OP video I see in-game all the time ... and I can predict with some accuracy when it is going to happen and when it happens has nothing to do with how many bars each player has in the lobby.

  • nuttin2say Expert 2,544 posts since
    May 24, 2011
    Currently Being Moderated

    Forgive me here ovenbakedmuffin, apparently I'm seeing something that is being overlooked here. Well, not entirely but it's not really being discussed. I've read through a third of this thread and it is touched upon, but not discussed.

     

    Is the lag compensation that is gone over in the OP video dynamic in nature or static, assuming the connections to the host are static?

     

    If you've got different gamers looking at the same issue and coming up with similar activity but different measurements, couldn't it be they are all correct because the process studied is dynamic?

  • Jamaro85 Newbie 55 posts since
    Nov 18, 2012
    Currently Being Moderated

    Not exactly on topic, but I'd like to see a bunch of people who have recorders go up against one another in a free for all game, regardless of skill.  Share the videos with one another to compare what the different perspectives were showing live in the game during heads up encounters.  I think that could make for some interesting footage.

  • nuttin2say Expert 2,544 posts since
    May 24, 2011
    Currently Being Moderated

    Thanks for being understanding in regards to bringing me up to speed with where the discussion has been. I could have gone through pages 7 through 15 of the discussion, but within pages 1-6 and 16-17, what I mentioned was only touched upon once but there are more thankyou posts than I cared to go through. Not that you don't deserve them and not to be a prick, but I want to get to the heart of the issue.

     

    In any case, the fact that the kdr variable is within the discussion raises a red flag to me. It means that I'm not the only one questioning when the lag comp issue comes into play.

     

    And that question is play because to me, a "lag free environment" is within a single console, not necessarily on a LAN. Did you observe these disparities within split screen on a single, unconnected console?

     

    edit - Oh, btw, there is no doubt in my mind that the lag comp variable is not "fully" dynamic. What I'm driving at here is that it only has to have a small amount of static - a very small amount - in order to be effective. If it is small enough, 99% of the community will never catch it. But players that are online 500+ hours a year playing video games will. In the mean time, and I dare say this, it brings a great sense of "fun" to that 99% because all of a sudden they can take on the big dogs and the game "feels" balanced to them.

     

    edit 2 - In fact, it doesn't have to be static at all. And it does not have to be based upon kdr necessarily, either. It could be coded trigger that reacts to ppm, kdr, total kills, total points, wlr - any number of single triggers or combination of triggers.

     

    I would call anyone that suggested this a complete nut job were it not for several things. First of all, BO2 is using a new engine and new code. That's per Ghandi's comments in the MW3 title update discussion thread. That's one thing. Second, people were screaming to have the host be given lag advantage for years and the logic behind the "community" demands seemed reasonable. The host has "paid more" for his quality connection; the host having the advantage assures that only one player in the lobby has an "unfair" advantage instead of multiple people, etc, etc, blah, blah. I can too easily see ATVI having TA and IW make such an adjustment with the caveat that there be a trigger within the system that prevented host from totally devastating lobby after lobby. What you are showing in that OP video fits the bill to a T.

     

    First of all, it becomes a relationship, as you say, between the host and the worst ping in the lobby. That gives the host an advantage against half the lobby and a disadvantage against the remaining 5 players. Teams being evenly divided, the game is "balanced." At the same time, ATVI can legitimately say that the host has the advantage. As an insurance policy, trigger lag if the host begins to dominate. Boom, I've got a game 99% of the community believes is balanced when, in fact, this would be the most atrocious thing to have ever happened in the gaming world.

  • Nubdub Expert 1,389 posts since
    Dec 16, 2011
    Currently Being Moderated

    Why would they lose killcams and theater by removing host lag comp?

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