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12/1/2020 8:15:22 PM
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It is not the players fault if they have poor connectivity. If Bungie finds someone consistently having poor connectivity then they should ban them from being hosts in multiplayer activities rather than banning them from playing the game.
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  • [quote] then they should ban them from being hosts in multiplayer activities[/quote] That isn't solving the problem. A player having a bad connection causes trouble even if he's not hosting.

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  • Care to explain how if they are not hosting? Only their own performance suffers but at least other players are not inconvenienced due to poor connection.

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  • [quote]Care to explain how if they are not hosting?[/quote] Sure thing. In modern p2p games the client themselves are the only ones that "declare themselves dead" or confirm that a shot actually hit. The only function hosts have is to forward packages that inform about that. Let's say Player A has a good connection, Player B a really bad one and Player Host is the host. 0:00.000: Player A hits Player Bs head (deals 350 damage) 0:00.000: Player A informs the host about that (package_1) 0:00.005: Host receives the package_1 and forward it to Player B (it will take long for him to receive it due to the bad connection) 0:00.065: Player B hits Player As head (deals 350 damage) 0:00.065: Player B informs the host about that (package_2) 0:02.005: Player B receives package_1 0:02.006: Player B subtracts the damage from his health 0:02.006: Player B died 0:04.005: Host receives the package_2 and forward it to Player A 0:04.010: Player A receives package_2 0:04.010: Player A subtracts the damage from his health 0:04.010: Player A died So basically the player with a good connection died 4 seconds after he took down the player with a really bad connection, even though neither of them was the host. That's also the explanation why you can get hit behind walls. And lag switching gave you immunity in D1 because you were able to "kill" the packages that informed you about getting hit. Your D1 client can't reduce your health if he doesn't know that you got hit.

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  • You have discounted the variable of player position in your description. What you explained is a face2face scenario where both players A and B are completely stationary which is rarely the case in PVP matches. In real-world PVP scenarios both A and B would be mobile and their positions are also synced besides their hit registrations. The player with the slower connection would be the one "feeling" being hit through walls because he already got hit before he got into cover. The player with faster connection (A) would have already synced the host with his new position while he is mobile. Now say, the slower player (B) finds A and registers a hit and sends the package to the host. Since B is slower, his package would always arrive later than A's position update packet to the host. The host can tally the positions while confirming the hit registration on A. If the hosts finds that A has moved considerably while receiving the hit registration from B, the host can safely ignore the hit on A. Also, the slower player B is at a significant disadvantage because now he would appear stationary and an easy target for A who would then get the hit registered at host before even B has a chance to sync their own updated position. The host would have no ambiguity in confirming the damage to B since the position of B in A's packet would tally with the host's own records of B's position due to the delay in receiving updates from B. Thus if you include the variable of position, the slower player is always at disadvantage.

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  • [quote]You have discounted the variable of player position in your description.[/quote] That means that you probably aren't aware of how Hit Scan works. This has nothing to do with the player positioning. Here are links of how it works: https://aiming.pro/hit-scan-projectiles-fps https://en.wikipedia.org/wiki/Hitscan https://80.lv/articles/how-does-shooting-work-in-games-hitscan-and-projectile-ballistics You don't shoot projectiles, you are only deciding whether or not you hit something (with some exceptions like rockets, nade launchers, jottün, ...) and that is fully detached from the players position. And exactly [b]because[/b] of that you can get shot behind walls.

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  • Read my post carefully. I am not talking about the time it takes for registering hits in case of hitscan or projectile based weapons. I don't see how your comparison of hitscan and projectiles is relevant to this discussion.

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  • Because positioning (like you stated above) doesn't matter. I figured that misunderstanding how hit registration works could be the reason for that statement. I mean, I was only answering your original question[quote] Care to explain how if they are not hosting? [/quote] I don't really want to make a whole "game engine architecture / networking" discussion out of that.

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  • Positioning matters with respect to player position and the timing of getting hit. That is where lag comes into play. Nowhere I referred to bullet position after it leaves the muzzle and hits the player where your comparison of hitscan and projectiles would matter.

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  • Yeah, and its our fault that bungie doesn't have dedicated servers. bleh.

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