I have been reading a lot of people mention this client side versus server side hit detection stuff. Can someone explain the main principles about how they differ and how they affect game play and player experience?
Like you don't know already...pshhh. I have no fuckin clue myself! On a side note I am getting forced 12's this week!!:woohoo:
Rarely would I quote something from wiki but this is a good explanation and saves a lot of typing. Client side really only benefits in two ways, it allows for a broader range of players with varying pings to play with one another. This is a double edge sword though especially with BF3's hybrid client side hit detection, it often favors players with a moderately higher ping. That's why you see so many N. American servers ban and or restrict players from the across the pond, ect. Client side also allows for the game to be hosted on a wide range of servers based on performance. Lower performance servers aren't going to suffer as bad when trying to host the game.
So putting the hit detection on the Server, makes for better accuracy, but puts a heavier load on the server hosting the game? And if the server is not capable of this heavy load, problems can present themselves even under that situation? So, my take away is that DICE decided to allow Client side hit detection, so that there game could run on consoles. :bag:
Day shaft 4 late, buncha pricks I tell ya they say our "house keeping" needs to be improved. The problem with this is if they would fix the shit that needs to be fixed this would not be an issue!