Original Post
I was curious as to why some online games like gears of war has a "host advantage" like it seems that they weapons are stronger. I wanted to know why network wise, why that happens.
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Original post by TheUnbeliever
At a guess, they have the lowest ping (i.e. 0 - it's local) and all the testing for whether or not you scored a hit is done on the server - so lag doesn't affect them so.
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Original post by isiahil Quote:
Original post by TheUnbeliever
At a guess, they have the lowest ping (i.e. 0 - it's local) and all the testing for whether or not you scored a hit is done on the server - so lag doesn't affect them so.
Can you elaborate a little more. So since there is no lag their bullets hit you first? how does that make they shots stronger?
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Original post by Riviera Kid
if you host gears of war is the server running on your xbox 360? Thats a bit gey seeing as you have to pay £5 per month to play online. Are there many dedicated servers?
Quote:I was under the clearly false impression that getting shot prevented you from running full tilt, sir.
Original post by Extrarius
(and the poor implementation is the cause of the "sticky bullets" effect where movement becomes difficult when you're getting hit)
Quote:I might be wrong, but I think the way I do because the "sticky bullets" effect is far from consistent and not only roots you in place, but can also slingshot you quite far back to a place where you are exposed (ie before you went around a corner). The way the lag compensation works is that the server saves old game states and when you send a packet saying you shot somebody (or maybe just that you shot, dunno), the server uses an old state based on your ping time (possibly with interpolation) to judge the shot for itself. I think it just happens to KEEP you where you were shot when it happens, so that somebody with a high ping can root you in place by repeatedly hitting you (each hit moves you back to where you were hit, which prevents you from advancing when the old states are far enough back in time). If that is the case, it's not exactly a "bug" or "poor implementation" as I called it, but rather a "poor decision" on the developer's part (IMO).
Original post by Ravuya Quote:I was under the clearly false impression that getting shot prevented you from running full tilt, sir.
Original post by Extrarius
(and the poor implementation is the cause of the "sticky bullets" effect where movement becomes difficult when you're getting hit)
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