EDIT: Oh for heaven’s sake, it didn’t let me make any more pole options, then posted because I accidentally hit Enter in a “Poll option” window.
Anyone know how to edit the poll options themselves? Editing the post simply lets me change text.
Obviously, there was going to be a third option, namely “Lag compensation is fine as it is (Lagging players need love too!)”
Okay, so I’ve mentioned this a few times, asked some friends, spoken to people in game.
Figured it was about time to make a poll on the forums.
Because everyone knows how effective and useful that is!
-cough-
Anyway!
Lag compensation (I believe this is the term, nobody has corrected me so far) is the way the game treats “What the client sees” with “What actually happens” in regards to ping/latency delays.
So, for example, if you’re lagging very hard in TF2, other players will appear to jump around as the server constantly updates your client as to everyone’s position. When you shoot, the client works out where your shot lands once it receives the signal, forcing you to lead people by a third of a second, if you have 300 ping, to compensate.
In dirty bomb, however, the client is king.
This means if a lagging player shoots you, and hits you on his screen, it doesn’t matter where you were when that shot was fired on your screen, it will hit you.
This is what causes the phenomenon wherein you die metres away from the shot that supposedly killed you, or die behind a wall from a shot that hit you while you were peaking out most of a second ago.
But what’s unusual about it, given that it would appear the client side is what’s important for a lagging player, when you (A player with normal ping) shoot a lagging player, sometimes they may take several hits without suffering damage.
I am not sure why this is, but having tested it with friends and artificial ping increases, I can confirm a few things:
Hit scan weapons seem to favour “What the lagging player sees”.
Snipers, for some reason, are an exception to this, favouring the server’s version of reality.
Projectiles (Grenades namely) Also seem to fit more accurately with what non-lagging players see.
Melee I found hard to test objectively as it was difficult to tell whether hits were landing more easily due to compensation of the jitters of high lag movement.
Long winded explanations aside, how do you think this problem should be resolved?
Do you even think it’s a problem?
Reducing the compensation will mean even playing with moderate ping is more difficult, but it will reduce the number of times you are shot behind cover.
It may also reduce the number of people accidentally playing on the wrong server due to high ping.
However, it will make the game harder, arguably unfairly so, for players at 150-200 ping who simply don’t have a better server option available.
EDIT:
Since I broke the poll, you can ignore the vote, post your thoughts instead.
I think its fine tho… client side has its flaws but way better than server side games…