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05-08-2012
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Mad Villain
Join Date: Sep 2011
Location: Cali
Posts: 711
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And btw I'm glad someone here finally knew what I was talking about lmao. |
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05-08-2012
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10 |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Serverside HD was done on Classic PC and it was pretty ****ing bad. The problem is that it's an online game that needs quick and precise calculations, but doesn't have the technology to support it. The servers are too poor to support serverside HD in a way that wouldn't piss off EVERYONE.
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05-08-2012
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11 |
don't call it a comeback
Join Date: Sep 2011
Posts: 8,268
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There are some spars when hit detection is spot-on, and some where I can flank and precisely slash without a single hit. And then, there are those spars where I completely miss and somehow record a hit. I ascribe it to clientside lag.
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05-08-2012
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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I'd like to see some combination of clientside, from both your client and the opposing client(IE if YOU see your sword hit a player, it registers a hit, and if THEY see you hit them, it also registers a hit) as well as serverside detection. It'd be nice to see how a combination of all three works together. I should also note that the problem with serverside hit detection is that because of lag, hits are registered by where the SERVER sees the players. This is often NOT synced with what the players see, so you'll often get hit and wonder how the **** you were hit/where it came from. |
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