I accept latency is part of it. I have no proof but only a feeling because hearing my friends complain while playing 7 days but none of the other games we play which I host. I can’t count the number of times my friend scream How the $&)$& did it hit me it’s 20 feet away!!! Yet on my screen the zombie was on top of him.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?
Not at that low of numbers.But network lag sounds exactly like the culprit from your own description.
If the problem doesnt exist in SP, what are the devs to do? Is there code out there that can compensate for latency? Seems like a moving target to me.Not at that low of numbers.
If it were latency, you'd see more complaints from people who play on dedicated servers where latency is much higher.
But it's clear you guys aren't going to listen, and consider it working as intended.
-A
Sounds like rubber banding or lag. The zombie was close, but to you its not it hits you because your not even trying to get away because its 20' away etc.I accept latency is part of it. I have no proof but only a feeling because hearing my friends complain while playing 7 days but none of the other games we play which I host. I can’t count the number of times my friend scream How the $&)$& did it hit me it’s 20 feet away!!! Yet on my screen the zombie was on top of him.
Hit ranges are a bit generous, but it goes both ways, so at least it is probably fair. I'd like to see them get tighter in the future.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.
I looked through it and couldn't find it. I learned about "showhits", which is interesting, but it's not that, and, of course, there's my old friend "showswings" which is nice to know how your weapon works, but also doesn't tell you if a zombie is within range or not.I don't remember the exact command, but it's in the list you get by entering help in the console.
How do you explain this description Aurelius? Please. If Im biased against seeing the REAL reason then give me the straight answer for how the host sees the zombie on top of the client but the client sees the zombie 6 meters away and complains about getting hit.I accept latency is part of it. I have no proof but only a feeling because hearing my friends complain while playing 7 days but none of the other games we play which I host. I can’t count the number of times my friend scream How the $&)$& did it hit me it’s 20 feet away!!! Yet on my screen the zombie was on top of him.
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.
It shouldn't be like that. The hit range of the Zds should be 1 block less than the player period.Hit ranges are a bit generous, but it goes both ways, so at least it is probably fair. I'd like to see them get tighter in the future.
It should be the range that a player's weapon reaches to. The contact point of the punch, should be the range. If a sledgehammer, then where the head of the hammer reaches to. A zombie should hit where their hand reaches to. Short arms shorter range. Long arms longer.It shouldn't be like that. The hit range of the Zds should be 1 block less than the player period.
Why? because they have glitchy punches, glitchy behaviour, glitchy and sudden movement and glitchy animations.
All of those are unavoidable on MP to some degree. But going for same distance will result in frustation for the player, even for veterans from time to time. AND by reducing Zd hit range you will fix the phantom punch of the crawlers to a slim chance. Win win.
Roland, if it is only Normal internet latency causing this, why do other games work fine that I host? Let’s take one example that we tested, The Forest. No noticeable latency for clients then we switch to 7 days and bam, zombies start hitting Clients from wacky distances when we were playing the forest fine 2 minutes earlier. Switch back to the forest and it’s all good again. I’m not making this up, we did this as a test, seriously.How do you explain this description Aurelius? Please. If Im biased against seeing the REAL reason then give me the straight answer for how the host sees the zombie on top of the client but the client sees the zombie 6 meters away and complains about getting hit.
I'm not raging either. I just think that the problem really is good old fashioned lag and nothing you've said in any of your descriptions has disabused me of my opinion. It just fits in every way. It's like you're telling me that you think you might be dehydrated and you want me to tell you how to fix it but I'm not allowed to use the words "water" or "drink" -- otherwise you'll be convinced I'm not taking the problem seriously and that I just want to put you off and end the conversation.Roland, if it is only Normal internet latency causing this, why do other games work fine that I host? Let’s take one example that we tested, The Forest. No noticeable latency for clients then we switch to 7 days and bam, zombies start hitting Clients from wacky distances when we were playing the forest fine 2 minutes earlier. Switch back to the forest and it’s all good again. I’m not making this up, we did this as a test, seriously.
Does my internet connection just happen to have higher latency while I’m playing 7 days? No, It’s not possible, it’s a very consistent pattern with 7 days and with other games.
Modding the reach of zombies helps a lot but it makes it too easy for the client. It’s too bad there can’t be 2 separate zombie reach settings, one for hosts and one for clients.
I know I won’t convince you or TFP there is something weird goin on but It’s nice to see that others have noticed this, like Aurelius.
Oh and , I’m not raging - A18 is freakin awesome! And I love you Roland!
Yeahhh a tree should squish in one hit ! I agree.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....
On the server I'm renting, granted its new and has a small steady stream and a hand full of daily players, I've seen no lag issues. 0 reported issues regarding lag by players. I myself having put at least 100 hours in the past 2 weeks and had no lag issue except that which I caused when editing servers spawning.xml.I'm not raging either. I just think that the problem really is good old fashioned lag and nothing you've said in any of your descriptions has disabused me of my opinion. It just fits in every way. It's like you're telling me that you think you might be dehydrated and you want me to tell you how to fix it but I'm not allowed to use the words "water" or "drink" -- otherwise you'll be convinced I'm not taking the problem seriously and that I just want to put you off and end the conversation.
That's really great to hear. The range got quite large in Alpha 18, which is really my only issue with it so far.Hit ranges are a bit generous, but it goes both ways, so at least it is probably fair. I'd like to see them get tighter in the future.