Mon Apr 18, 2016 3:17 pm
Mon Apr 18, 2016 4:15 pm
parcher wrote:I would like to add something (if I am not banned again for posting).
Here are my thoughts after playing on the server under different conditions this weekend (anti-lag, no lag compensation, unlag)
I think using anti-lag is the worst scenario. All players get minimal benefit while experiencing negative consequences. Registration for high ping as well as lower ping players is not improved much, and head shots do not register properly. Additionally, if you ping high 120+, you will not land shots even while aiming at players. And the game feels weird, you can tell bullet registration is not working properly. It changes the dynamic of shooting and gun battles to some degree.
No lag compensation-- This is ok for players with low ping 0-40. However, at 50+ your shots do not land properly, and the delay is noticeable. Anything over 100 is pretty much unplayable. I was struggling at 98 ping, which is what I ping to ECGN during peak hours. However, this is the only situation in which head shots land properly. Bullet registration feels more similar to original OSP that some players are familiar with; however, I don't think the registration is nearly as good as it is in OSP. I think OSP made some changes in hit boxes and some other items, but I can't really recall the exact differences. Also, Shrub might introduce its own changes as well. Obviously, for people playing on low ping 0-30, they will have a huge advantage over higher ping players. If I had a low, stable ping to ECGN, I would prefer having no lag compensation just due to the ability to land head shots and to have bullet registration work as intended by default. Even with my bad connection and high ping (for someone in US), I can almost convince myself its better because it is easier to kill people and get multi-kills if you are landing head shots. However, I know that its totally unfair to players with high ping and would rather have them be able to play well. In conclusion, I think that removing all lag compensation should definitely not be considered as an option.
Unlag- Best scenario considering what we have to work with. All players will be able to land shots reliably. If you aim at someone, most likely you will be hitting them. Of course its harder for people with higher ping. I find that around 100 ping sometimes feels the worst in terms of registration, but that could just be in my head. Unlag changes the dynamics of shooting and fights compared to having no lag compensation. Head shot registration is acceptable. It's better than with anti-lag but not as good as having no lag compensation. Because we have so many players on the server with diverse pings, I think this is by far the best way to go.
Also, a note about the server or maybe Shrub. I've noticed certain players are very hard to hit bullets on and sometimes they can just stand still and you can't shoot them while they can return fire on you. It could be because they are particularly good with like standing still and shooting while letting the bullet knock back cripple you. (C)Ghost, Bacon when he crouches, and SDI are the most notable examples of this. They will stand in one place and shoot you, and sometimes there is nothing you can do about it. Even with the unlag disabled yesterday I still noticed these situations as well as the poor hit boxes with crouching players.
In summary, I really don't think its a good idea changing unlag to a different system or removing lag compensation altogether. I think some players will find these moments of disbelief or confusion about how they died, how they were killed, or their inability to hit someone regardless of whether lag compensation is running or not. Simply, they are not honest with themselves about their own ability at the current time, the game itself and how it works, and want to blame some external factor such as unlag or 'hacking'
Also, I don't think its wise to base any judgement of unlag, antilag, no lag compensation on player performances or stats. There's many different factors that can impact someone's performance and stats. It's a pub after all, so if someone wanted to corner camp side upper base for the entire game long, they can do that and will probably have a high KR ratio and a large number of kills. If that same person decided he wants to just play with the team and help revive people , then his stats obviously are going to be completely different. And factor in other things such as distractions, listening to music,alcohol etc. Lot of things can affect people's play, connection stability.
For example, I know since I played 2-3 years mainly on 150 ping with European players and stopped playing much shrub during that time, my playstyle changed a lot and my ability to just aim well and have confidence in that has pretty much disappeared-- as a result of continuous negative feedback while trying to aim on 150 ping. My aim has become really poor and I'd like to improve it. But to do that I think you need practice in a situation where you can reliably land shots and be rewarded for good aim. My point is that player stats or performances should not be the tell-tale sign for either keeping unlag, going to no lag compensation, or going to anti-lag. I think with unlag, at least the skill ceiling can be high and all players will have the best chance of performing to their best ability in terms of basic aiming and fights. I think that unlag provides the best conditions for players with all pings to play well and be rewarded for having good aim, which is a large part of what the game is about due to it being an FPS..
Mon Apr 18, 2016 4:20 pm
pipi wrote:I just can't hit anything anymore. This is not a bit worse, this is massively worse for me.
Please change the settings like it used to be because this is just unplayable for me.
It feels like I'm playing on the same level like Surrey or OnlyMe (no offence to the persons named).
I agree with what Max said btw.
Mon Apr 18, 2016 4:43 pm
Mon Apr 18, 2016 4:45 pm
Mon Apr 18, 2016 5:02 pm
Mon Apr 18, 2016 5:07 pm
Arachnyd_ wrote:It sucks if we are going back to Unlag, because it has been really nice playing on a pub that actually feels like RTCW. Unlagged gameplay robs the game of its feel.
I googled g_antilag and the first thing that popped up was the source code for the feature. Anyone want to take a swing at tweaking it serverside if its even possible?
https://github.com/bibendovsky/rtcw/blo ... ntilag.cpp
Mon Apr 18, 2016 5:27 pm
Mon Apr 18, 2016 6:08 pm
Good questionxdeadeye1 wrote:I wonder if the flame thrower glitches still with the new changes..??
Mon Apr 18, 2016 7:38 pm
Mon Apr 18, 2016 8:31 pm
Mon Apr 18, 2016 8:42 pm
Jun1oR wrote:Let me also explain how the late damage or shots while behind walls becomes an issue.
Lets say for example I'm running down the catwalk on beach and I enter the back stairs. Immediately upon entering the back stairs I engage an enemy. Now I am involved in a 1vs1 with that person but because of unlag there might have been some high pinging player just coming out of the transmitter and shooting me in the back but because his game is a half of second behind me I never realize it and end up taking damage from him and the person I am already engaging in the back stair way. Does that sound fair? Most likely I'll never even know that high pinging player was shooting me in the back and I assume the person in the back stairway insta killed me.
Mon Apr 18, 2016 9:08 pm
Tue Apr 19, 2016 6:54 am
Jun1oR wrote:
<Jun1oR> for example the other day, b007y was kneeling in a doorway not moving at all and I fired alomst 10 shots into his back and he just turned around and killed me with ease. Server reported he had 127hp remaining
<Jun1oR> I asked him if he took any damage and he replied no
Tue Apr 19, 2016 7:08 am