You want PS2 to succeed? Get rid of clientside.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by NConical, Apr 22, 2015.

  1. FateJH

    Well, you have 50ms ping, anyway.
  2. Scatterblak

    It's got nothing to do with the hardware; granted, PS2 has performance problems - they're more due to poor pipeline and gfx processing design than anything else, though. There are plenty of games out there that render more polys, make more passes, manage more resources, etc - it's not that big a deal. The problem is that PS2 is a FreeRealms mod, and it was originally designed with the flawed 'clientside' implementation, and the ROI on making a major infrastructure change just to stop the occasional death by being shot around a corner just doesn't make financial sense. It's not going to happen.

    Remember, these are the guys who can't glean the mysteries of the random ejection seat; changing something like moving hit detection from the client to a server process (remember when QuakeWorld came out, how much better it was than Quake?) is going to be an order of a magnitude more difficult.
  3. Iridar51

    Making a game serverside only would mean 0.1-0.2 sec delay on ALL actions, even ones like turning and moving and firing. Is that what you want? =\

    Mattaku, I used to think PS2 has bad connection on average. Then I played other games like Titanfall and BF3 and BF:H, and compared to them PS2 seems good.
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  4. AxiomInsanity87

    Client side - dying round corners a bit and stuff sometimes.

    Server side - often lagging and in high pop, miserable lag. Regardless of ones connection and ping.

    Hybrid (bf4 style) - a joke.
  5. Jbrain

    there is a reason why almost all fps shooters are client side.. if you want fast paced gun play where you can act and react then clientside is and will always be the best option. Serverside makes the latency go way up and that would just ruin the fun of this game.. the only great aspect of ps2 is the gun play.. ruin that and they would be no one left.

    Server side is terrible idea no offense to you OP. Cheating can be dealt with clientside or server side if that is your main issue. I know usually companies are pretty quiet about investigating cheaters and then bam a massive ban hammer squashes about 2,000 of them all at once. So, keep reporting people cheating.. and have faith in our devs and daybreak to squash these hacks in time.
  6. Tbone

    True but most MMOs don't have TTK this fast.Bigger TTKs should fix it a little bit.
  7. Goretzu

    Certainly, it was better in PS1 because of this, but I think it's probably a bit late for PS2 to completely change TTKs now.
  8. Aldaris

    Er, they're mostly serverside not client. Unless you have truly deadful ping serverside does not prevent fast paced gun play. Serverside is better for smaller games but generally not viable for MMOs due to the player numbers making server calculations scale in a non-linear fashion.
  9. Pat22

    EVE's servers might be able to handle the game serverside but when the battles get too intense and numbers too high, they intentionally slow down the game to allow the server to process all the information.

    So do you want to play an FPS in slow motion?
  10. Tbone

    For changing weapon stats yes its late ,but if they give a little more shield or hp it would work i think.
  11. Littleman

    PS2 has a lot of problems exacerbating the lag.

    Weapon RPMs are probably too high across the board for starts. It can't be a coincidence I have far more luck killing things with a SAW/Reaper/AC-X11 more reliably than with my CARV 9/MSW-R/T1 Cycle/Trac-5. I'm not magically more accurate with one over the other and I have a helluva lot more experience with the TR arsenal by far. People keep swearing up and down about RPMs, and I'm like "I want a gun that won't fire dummy rounds." Training dummies die in the expected number of rounds. Stationary enemies in the field do not.

    And then there's ping. It's not just about your ms, it's their ms and the server's packet rate, the latter of which is slower than the average FPS' packet rate last I read (years ago.) So while One might see 50ms, it's 50ms + timing between packets + target's ms. If someone else has an ms of 300, they're 250ms behind. A quarter of a second of YOU still moving in one direction when a little over 50ms ago you switched directions already. Of course, this means accelerated correction on their end (and likewise, their movement to your viewpoint) but fact is, you're already dead by the time the server is sending the "X started firing" packet. One "ping" sound, and you're dead from full shields and health.

    And since the actual hit detection is a bastard hybrid of server and client side hit detection, it's weighing where you damaged a player model against where they were on their end. Clearly, this system is too whacked to be trust worthy in the slightest. You either go full bore one or the other - either the server checks every shot against the target's actual location, or every bullet absolutely counts, regardless of how big the ping difference and thus location difference.

    Until Google Fiber is a thing across America and both Comcast and Verizon are sitting pretty as those two internet providers everyone's glad to be rid of, we're stuck with pretty questionable and clunky methods of "lag compensation." Because everyone lags... games just shouldn't favor laggers is all.
  12. Chubzdoomer


    A BIT? I die around corners at least several times per 1-2 hour session. It's infuriating. Trying to shoot jetpacking Light Assaults is something else that makes me want to punch a hole in the wall, because only half of my bullets (at most) actually register.

    The game's hit detection is horrendous, to say the least. Thankfully vehicles are much more tolerable as far as that goes--hence why I prefer to use those rather than fight on foot.
  13. FieldMarshall

    Sure clientside is bad sometimes, but i dont think people understand just how bad it would be without it in a game like PS2.
  14. Mianera

    Sorry but PS2 servers can't handle serverside hit detection. Too much stress.
  15. Ghosty11

    It's not just PS2's servers. Serverside transactions require a huge data pipe for the amount of data coming in and going out. As the number of clients in proximity doubles (players in the same general area) the number of server transactions increase exponentially because everything interacts with every thing else. Just look at WOW for example, the reason why all the world pvp was crushed was because the serverside transactions can not keep up with +100 players, so they instance every thing to keep the number of clients interacting at one time at a reasonable level to keep the lag down.
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  16. Jbrain

    Anyone asking for server side hit detection doesn't understand what they are asking. Client side is and will always be best for shooters. The only problem is the people who have terrible connection are rewarded.. but that can be fixed by adding a ping limiter or something to that effect. Also don't confuse your pc video card lag with ping lag. Totally different. Im amazed at how a lot of people think their lag is due to their connection and come to find out they are using a laptop from 1988 and wondering why they lag.
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  17. Marsali

    Keep in mind that with clientside if you see a target in the open and shoot him he is hit whether or not he has already rounded the corner on his screen while with serverside you shoot him and miss because he has already rounded the corner on the server. And because of just how much is going on in planetside it will be much worse than normal. This isn't a 16v16 cod match. Battles can very easily involve 200 or more combatants.
  18. Ghosty11

    To be honest, serverside transactions work real well in small arena style shooters where the number of players is controlled, but Planetside 2 is not that type of game. If you want massively multi-player in a large continuous open world without server walls or instanced zones boxing your players in, then clientside is your only current choice.
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