ADADAD Being Nerfed? Finally???

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Meeka, Jun 19, 2013.

  1. Benton!

    They mean strafing rapidly, which is somehow according to them, an exploit. They expect us to stand still or something...
  2. Theodwulf

    I have to admit I made an adad spamming macro (via n52) and it allowed me to kill players who were obviously better. Was it a guarantee, no, but it worked well enough that I felt dirty( and stopped using it). So all you who are defending it just come off like a bunch of dorks with delusions of adequacy. It is a broken part of the game, we should be glad they are fixing it.
    • Up x 5
  3. maxkeiser

    God, it's not just going to make the game feel laggy, slow and unresponsive is it? Jesus.
  4. phreec

    My money's on z-dodging becoming the next bullet avoiding technique. Basically hold Sprint and Forward keys while quickly aiming left and right all the time. :rolleyes:

    @ 0:30
  5. maxkeiser

    I strafe randomly in an unpredictable way the entire time when running around. Even when not under fire because you never know when someone is trying to aim at you.

    I've done this since Duke Nukem and Quake. Just standard FPS game skillset.
    • Up x 2
  6. SpcFarlen


    Not sure if joking or serious. I was joking.
  7. illgot

    it causes issues for people with low end systems or had slower connections. We are not talking about people that just move unpredictably. We are talking about the way quick and sudden movements desyncs the game for other players.

    Now the issue is fixed just like hoping was a few months ago.

    I had a 5 year old computer when this game first came out. I had upgraded everything over the years but the MB and the chip (I OCd and lapped it as well as my cooling system).

    I finally upgraded before the jumping issue was fixed and went from seeing players teleporting around due to slow processing and rendering to players hoping smoothly. Going from 20 FPS to 60 FPS in large battles makes a huge difference (I only upgraded my MB and chip). Sorry that you feel a need to compensate for your lack of skill by taking advantage of people with lesser computers.

    I am happy they are fixing it, it will even the playing field more.
  8. IamDH

    I had 0 issue dealing with this and rarely encounter it
    Fixing an issue is fine by me
  9. Klyka


    It will change nothing about ADADAD
  10. Benton!

    Well yeah, so do I. I learnt it from TF2, because standing still is a guarantee of death. But I guess you can stand still on console so you should on PC...
  11. Badname82

    Tapping two keys over and over was a groundbreaking gameplay development when Summer Games came out over 25 years ago. Its time to move on bro.
  12. Firmware

    There's gonna be a few outfits on Matherson that are gonna have to re-think their play-styles.
  13. Meeka


    You do realize there is a difference between aiming and hitting a moving target versus aiming and hitting a moving target that isn't where the target actually is, right? Right?
  14. Meeka

    If it turns into QWOPside for a few days, I'm totally in.
  15. Meeka


    At first they'll wonder if their gaming mouse is broken... and why the ADADAD spam mouse key isn't working... then they'll realize something is amiss because bullets are actually hitting them instead of going through them...
  16. Eyeklops

    GM's are now accessing your account, please be patient while we process your ban. Thank you for gaming with SOE.


    JK, lol.
  17. deggy

    Can't wait for this... Maybe it'll prove that the number of people doing this is very, very low. Now the bad players who blame "hitbox" and "ADAD" for their badness will have to admit that they just can't aim...
  18. S1eB

    I can't wait to see people trying to ADADA and get killed because it doesn't work anymore. Thank you SOE, thank you for killing the cancer :p
  19. Benton!

    Clientside 2.
    • Up x 1
  20. Tayrtahn

    Er... no. ADADAD is a problem with remote player movement.

    There's nothing wrong with dodging side-to-side, for the record. That's a perfectly reasonable tactic.
    The problem is what happens when you mash the strafe keys like a madman (fast enough that you're only moving about an inch side-to-side.

    Now, obviously that shouldn't help you dodge bullets. But it does, due to the netcode. Here's a little primer on the relevant netcode:

    The server sends out update information to each player periodically, telling them where the other players around them are. These messages are quite frequent, but by necessity, there is a small (fraction of a second) delay between them. Now, if your computer only showed you where other players were based on these messages, you'd see everyone jumping around constantly - tick, tick, tick, as the messages come in. Obviously, that's not good. So instead, your computer predicts the movement of other players based on what they were doing when the last message came in: if they were strafing to the right, your computer will assume that they continued moving to the right. But let's say they switched directions are are now strafing to the left. The server sends that information to your computer in the next update message. "Oops," it says, "I just showed him taking two more steps to the right!" Your computer then takes the position it estimated and the actual position it just got from the server and blends them, quickly moving the other player back to where he should be. But for a few frames, the location you see the other player standing is not where he actually is, according to the server. This messes up the hit validation on the server when you try to shoot him.*

    Now, if the other player mashes the strafe keys quickly enough, they can continue to switch directions faster than the server can send out updates, and other players' computers will keep incorrectly predicting his movement. This causes shots that hit the player on your computer to fail validation on the server and count as misses.

    The new movement code seems to reduce the player's ability to quickly change directions. Presumably, the time needed was boosted to be just enough that the player can't switch directions faster than the server can send out updates. That should makes things much better!


    *There's also the whole interpolation thing (what I described is extrapolation) which also influences this, but I don't feel like writing a thesis here.
    • Up x 8