n2n1
Well-known member
Standing ovation!!!Something old, something new, coming sometime to you........
View attachment 30841
no... I don't believe you.... I like 60 tbh.
Last edited by a moderator:
Standing ovation!!!Something old, something new, coming sometime to you........
View attachment 30841
no... I don't believe you.... I like 60 tbh.
Yeah there is no doubt about it. I've seen the videos clear as day, had it happen to myself a lot. Tons of players have talked about it. its a real thing. As I said and deleted lol, it has gottin a lot better though.Yeah I think something is wonky with the hitboxes/hitregs, it doesn't happen often, but I have clearly hit something and it doesn't hit sometimes before.
It's a power of the Jar Tosser nation. Something which non-Jar Tossers or the Jedi would never teach you.Yeah there is no doubt about it. I've seen the videos clear as day, had it happen to myself a lot. Tons of players have talked about it. its a real thing. As I said and deleted lol, it has gottin a lot better though.![]()
P.S. damn I'm surprised you caught and read all that I had posted then deleted. It wasn't up more than a minute lol. I guess someone is always watching huh lol. :cocksure:
Have you tried turning on the melee hit detection thingy? The one that shows green/red colors?It's a power of the Jar Tosser nation. Something which non-Jar Tossers or the Jedi would never teach you.
i've got decent aim in FP, so it doesn't happen as often I suppose, but there definitely have been cases of "Uh, the same distance/aim hit last time but not this swing".
This. Melee range is consistently wonky when playing as a client in a P2P game.Dont want to burst your bubble but range is definitely off. I never mess with FOV so that wouldnt apply in my case. Its even worse on servers but thats expected due to desync of course.
Oh, interesting, I missed that option. How do you turn it on?Have you tried turning on the melee hit detection thingy? The one that shows green/red colors?
I have been saying this but they don’t want to listen. They just blame the internet, ping, lag, etc. It’s much worse than any other game out there considering the internet and all those factors that affect all games.This. Melee range is consistently wonky when playing as a client in a P2P game.
-A
Have you done testing with the hit detection thingy? I remember someone doing a video and hit detection seemed accurate to the cursor/target.I have been saying this but they don’t want to listen. They just blame the internet, ping, lag, etc. It’s much worse than any other game out there considering the internet and all those factors that affect all games.
It feels as designed to me. One person's off is another's on. I play SP though, so no lag and no weird MP desync hits.Dont want to burst your bubble but range is definitely off. I never mess with FOV so that wouldnt apply in my case. Its even worse on servers but thats expected due to desync of course.
There's no way to make this not sound condescending so apologies in advance:
I have had to teach family members the outer range of being able to hit zombies and it is always further away than they thought it was. They were getting hit mainly because they would wait to swing until they were what they felt was close enough to hit but it was way closer than it needed to be and so they were often getting tagged by the zombie and feeling like combat was trading hits.
Maybe people (even experienced veterans) should do a double check and make sure they've found the actual max range they can stand and still hit a zombie with their weapon. It is definitely outside the range that they can hit back. Once learned you will almost never get hit when striking and this also applies to MP.
I know the inclination is to look at my post as trying to deflect blame from the coding and tell people to git gud but I seriously do believe that people are typically standing closer than they need to in order to strike their target. This was also the case back when falling trees could kill. I watched "proof videos" of the "problem" and in every case the player was practically humping the tree as they chopped instead of standing back from it.
Too bad it all resulted in falling trees no longer doing lethal damage. Would love to get that back so we could make them fall on approaching zombies again.
I believe you. I've played as the client on my brother's computer in P2P and I do get hit more often but then that is basically admitting that the blame is fairly placed...Please try playing as a client in peer to peer and then compare to playing as the host, it’s a world of difference. Much more difference than I experience in other games.
I am rarely hit back when playing on a dedicated server with low ping and almost never hit back when playing SP. The only times I get hit are when I make a blunder on timing and/or range and it makes perfect sense to me why I got hit.They just blame the internet, ping, lag, etc.
I can't speak to dedicated servers, but I will say that my ping is sub 30 when playing a P2P game. I doubt I'd get much better latency with a dedicated server.So if it is practically never in SP, rarely on a strongly connected dedicated, and then more often as a client in P2P, then why can't you accept that the culprit actually is latency?
But they don't die when hit and that is very anticlimactic. I'd say even a demolisher should get one hit killed from a felled tree....Zombies still take damage from falling trees.
But network lag sounds exactly like the culprit from your own description. You have to adjust and get used to the latency in order to get close to what you can achieve in SP which has no latency. I'm not trying to poo poo the problem by saying it's lag--Im trying to identify the reason so it can hopefully be fixed.With single player you can scoot in, hit, and step back out of their contact range. This becomes a muscle memory so you know just how far back you have to go to evade the hit.
When you switch to being a client in a P2P setting, this mechanism changes. It's really not about "my too far is your too close" - if you move the same distance as you would in a SP game, you'll get hit when you shouldn't.
It's pretty subtle, but you can notice it by playing strictly melee in SP mode and getting used to the evasion timing and distance, and then joining a P2P game as a client. If you start up the game as the host, you won't see any problems.
Please don't poo-poo this as being due to network lag, or not knowing where the optimal distance is for meleeing. It's an issue that's been around for ages, and it makes MP combat annoying.
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If you stick to one poison I think its fairly consistent. I played on the dedi and once I got used to it I was fine with it. Its the initial switch from SP to MP that makes it feel weird, but if you exclusively play MP you get used to it and its acceptable IMO.With single player you can scoot in, hit, and step back out of their contact range. This becomes a muscle memory so you know just how far back you have to go to evade the hit.
When you switch to being a client in a P2P setting, this mechanism changes. It's really not about "my too far is your too close" - if you move the same distance as you would in a SP game, you'll get hit when you shouldn't.
It's pretty subtle, but you can notice it by playing strictly melee in SP mode and getting used to the evasion timing and distance, and then joining a P2P game as a client. If you start up the game as the host, you won't see any problems.
Please don't poo-poo this as being due to network lag, or not knowing where the optimal distance is for meleeing. It's an issue that's been around for ages, and it makes MP combat annoying.
-A