Maybe the game wouldn't be so hitscan-dominant if people didn't insist on using bright neon glowing skins.
/flamebait
/flamebait
Maybe I only played people that weren't whiners, who knows. I do know that people on Horizon and Condemned played consistently with 80ms+ pings in matches AND WERE GOOD.Nunchuk_Skillz said:Well, I'm not sure what made 2k3 so unique, since the same types of arguments happened (and happened frequently, and still happen in MLUT) going back to when I started competing in UT'99 back in 2000, and the top teams/players in 2k3 were all from UT'99, so I'm not sure how they magically changed their tune (and then changed it back for 2k4 prior to enhanced netcode ) just while 2k3 was out.
Of course it has an IMPACT, but I disagree that it has more of an impact in terms of acquired skill than movement, aim, or any number of other things. It's just something you learn to cope with and get good around regardless of.And imo it's definitely *not* just an attitude thing, as ping really does have a huge impact on the game under the standard netcode.
There really is. Being able to adapt to changes in environment, ping, and even unfamiliar levels are all things that many competetive players would rather go without. The really GOOD players do the same in all kinds of scenaris, including varieties of more than 30-40ms ping differences. If I were football fan, I'd say that 30ms ping difference is more similar to a player that can play well in a light drizzle and a downpour, versus a player that is okay in light drizzle but completely sucks in a downpour.No, there really isn't. 2k4 is a very hitscan dominant game. That's just the way it is. At 40-50 ping (and no enhanced netcode) you can use hitscan very effectively. At 80+ ping, you won't be nearly as effective with it. When two evenly matched teams play, that can easily be the determining factor and I've seen it happen many times. Now, it's certainly possible to overcome that deficit once in awhile, either by being a lot better team, or just having things go your way, but that 30 ping is a monster advantage. If you're a football fan, I'd say the difference between 50 and 80 ping is worth about a touchdown and a field goal. Simple as that.
50-80 ping is the worst comparison you can make, because those numbers are incredibly low. Low enough to the point where anyone can perform just fine at those numbers. A more dramatic difference, and what should be newnet's purpose, is to balance pings between 50 and 150, which it does not. This is one reason I find newnet very frustrating. On servers where I happen to ping 150, I am constantly being killed by invisible projectiles, and hitscan whether it be from lightning, shock, minispam, or link. Essentially, your argument is that newnet should let LPBs who are hitscan whores to be the best hitscan whores they can be, which is not how newnet is presented, nor why it is running on 99% of CTF, TDM, and DM servers running right now.Now, I do agree that enhanced netcode makes it an even *more* hitscan dependant game, and I also agree that I don't really like that. But what I do like is that it's at least a lot more evenly balanced, as both the 50 and 80 pingers can use it, rather than 1 side being able to use hitscan effectively and the other being SOL.
I don't think that kind of difference makes a difference in any kind of play. On tWe we won a number of matches where I was playing on a lossy microwave connection through wifi, gettng 30% packet loss and with a 150+ ping. I played the position I wanted to, and I was effective at it. That's why I say that playing with different varieties of ping is an ACQUIRED SKILL. Movement prediction is still required from attacker to attackee whether your ping difference is 10 or 100, or whether newnet is running or not.I actually find that it's *greatly* relaxed. In fact, that's the whole point of it from what I can see, as we no longer have to say "Okay, Player X has a 95 ping, so he'll have to run O". We can just play people where they naturally prefer to play without having to worry about ping so much.
Snuggins said:Maybe the game wouldn't be so hitscan-dominant if people didn't insist on using bright neon glowing skins.
/flamebait
If I were football fan, I'd say that 30ms ping difference is more similar to a player that can play well in a light drizzle and a downpour, versus a player that is okay in light drizzle but completely sucks in a downpour.
50-80 ping is the worst comparison you can make, because those numbers are incredibly low.
On tWe we won a number of matches where I was playing on a lossy microwave connection through wifi, gettng 30% packet loss and with a 150+ ping. I played the position I wanted to, and I was effective at it. That's why I say that playing with different varieties of ping is an ACQUIRED SKILL.
I don't think it's anything like that at all. It's more like one gu having better cleats than the other guy. In reality, it doesn't make a huge difference if your cleats are better, if the other person knows how his play and feel on wet grass he can still outdo you.Nunchuk_Skillz said:Well, you'd be right if you said that a 30ms ping difference is like one player playing in the rain while the guy he's playing against has a nice dry field to play on. If it's raining for both of them, then the guy who can adapt better will win. But if one guy has the dry field (i.e. 50 ping) and the other guy has the wet one (i.e. 80 ping) and they're of equal skill level, who do you think will win more often than not?
That's because that is what people whine about. In reality, if you can adapt to your situation well, it shouldn't matter what your ping is as long as it is sub-100 and you have no packet loss.No, it's not. This is the difference that I see all the time in competitive play, and it's the difference that teams fight over all the time because there's a line there where the difference is absolutely critical. Anything 50 and below plays fantastic, while anything 80 and above plays horrible (at least when compared with the 50 and below crowd). That's what newnet mitigates, and that's where it really has been a godsend to the competitive community.
Quite untrueNow, in practice, I've found that UTComp does a good job of compensating up until about 100-110 ping. Anything above that and there's really nothing that can be done, especially with something as high as the 150 ping that you mentioned. But in the competitive world, I don't think I've seen 1 player with 150 ping (or even anything over 120 ping) in about 5 years of playing that wasn't on 56k.
No, I've always played strictly Defense. At any rate, the example was only to show how well you can do when you adapt to your situation. I did get beat alot on that connection, but I also did really well. The funny thing about it is that there were a number of people in 2k3 that didn't like playing against me on a regular connection without packet loss because I would regular obliterate them. So yes, Packet loss does make a difference, but I don't think that 30ms of ping does.lol, okay. Maybe if you were running O and warping all over the place so that no one could hit you, but there's absolutely no way you can play this game effectively with 150 ping and 30% pl. If you guys were playing the worst scrubs ever and could beat them 4v5 anyway, then fine. But if you were playing a decent team, you'd get raped with that connection, so please don't go on about how well you adapted to it.
My argument is How can anyone NOT have played on newnet that much? If you play any of the core gametypes (CTF, DM, TDM) almost every server has newnet running. So how can anyone say "You haven't played enough with newnet on."? Everytime I've played the game over the past 6 months has been with newnet running.Anyway, we can agree to disagree on this and I wasn't really trying to change your opinion, since it seems set in stone. I was just giving my opinion from the practical standpoint of having played hundreds of matches without it and now probably a hundred matches with it, rather than focusing on the technical points of what it actually does.
My problem is that I know it from both aspects. But as was reported earlier, people believe only what they want to believe. Why else would newnet be as prevalent as it is now?
My argument is How can anyone NOT have played on newnet that much? If you play any of the core gametypes (CTF, DM, TDM) almost every server has newnet running. So how can anyone say "You haven't played enough with newnet on."?
I was talking about from a technical standpoint and from playing with it very often, not from playing with it on or off. And of course newnet would be favored over the standard netcode, your chances of survival are better due to the higher rate of miscalculation with newnet running.Nunchuk_Skillz said:lol, so the only explanation for people disagreeing with you is that they're wrong? Keep in mind that all those top players that favor enhanced netcode (which is why it's mandatory on every ladder for the core game types) also had a great deal of experience on both sides and they've opted in favor of enhanced netcode.
You might imagine that they're all sheep or all delusional or whatever, but I (and I'm sure they) would disagree. Maybe it's just that what's important to them is just different from what's important to you(?)
I still don't agree, but, aside from that, this argument makes no sense. Again, this is saying that newnet is designed for and strictly for the use of high-end, top performance servers and players who already have similar pings. That is not how newnet is presented nor used.I haven't said that, but I was also talking about actual competitive matches, not pubs where you have all kinds of random people joining from any and everywhere. And in those match situations where you have fixed teams, a very even level of play, etc., etc., that's where that ping difference comes into play.
I'm not trying to convince you of anything. There is no way to convince someone that what they've been believing forever is just a figment of their imagination. I have never, ever, ever encountered two teams that were so evenly matched that 30ms of ping made a difference in the outcome of the game. The team members who were playing, the maps that were chosen, and the general map knowledge of the players has a far more severe impact on a match than anything else. I UTV'd matches between |C| and [P*] several times, and even they were more susceptible to playing conditions than ping every time they played, and they were consistently the top two teams in the ladders.Again, you might imagine that everyone is imagining that it makes a difference when it really doesn't, but with my experiences playing matches under exactly those circumstances over the years, you're going to have a hard time convincing me (and most other competitive players) that we've all been imagining things all these years.
I didn't say there was visual "proof" that it happens.Turns2Ashes said:I still don't see your proof that newnet "miscalculates" just because things might look off... All Raffi said was that higher tick servers look like they should as opposed to a lower tick server where dud shots happen a lot due to interpolation.
And of course newnet would be favored over the standard netcode, your chances of survival are better due to the higher rate of miscalculation with newnet running
On top of that, the majority of competetive players have no choice but to be sheep. If TWL, for example, declares newnet mandatory, then you can't play in that league without newnet running.
Of course it is a difference of opinion, and I'm not saying that anyone is "wrong" about newnet. All I'm saying is that I prefer the way the game plays, feels, and acts without newnet running.
Again, this is saying that newnet is designed for and strictly for the use of high-end, top performance servers and players who already have similar pings. That is not how newnet is presented nor used.
I have never, ever, ever encountered two teams that were so evenly matched that 30ms of ping made a difference in the outcome of the game. The team members who were playing, the maps that were chosen, and the general map knowledge of the players has a far more severe impact on a match than anything else.
I UTV'd matches between |C| and [P*] several times, and even they were more susceptible to playing conditions than ping every time they played, and they were consistently the top two teams in the ladders.
That's my point exactly. How do you know which shots should and should not connect? That's all based on your perception of what's happening on the server, and that's not necessarily what's really happening.Sir_Brizz said:But play on a high tickrate server and you will notice shots that should connect do not on occasion still and shots that should not connect do on occasion still.
It sounds like now you're focusing more on the fact that server admins are forcing newnet on average servers rather than the fact that the code itself is hugely flawed like you were before. I wouldn't blame newnet for that, but rather the server admins.Sir_Brizz said:I still don't agree, but, aside from that, this argument makes no sense. Again, this is saying that newnet is designed for and strictly for the use of high-end, top performance servers and players who already have similar pings. That is not how newnet is presented nor used.
If newnet was only on locked clan servers with high tickrates, I wouldn't have as much of a problem with it. As it stands right now, it is on just about every CTF/TDM/DM server on the Master Server List.
No but that is the focus of this particular argument. Sick SolidSnake on the Utcomp code for a technical review, and you'd find out how awful it was written. The fact that all newnet does is attempt to re-replicate replication is probably the worst denigration of a slightly prediction based system you can get. It is server admins fault that newnet is on their servers, however UTcomp and newnet are presented to the server admin community as if they are the be all and end all of UT2004 mutators, which makes it hard to find the kind of game I want to play online.Raffi_B said:It sounds like now you're focusing more on the fact that server admins are forcing newnet on average servers rather than the fact that the code itself is hugely flawed like you were before. I wouldn't blame newnet for that, but rather the server admins.
perhaps, but I don't remember fatal1ty complaining that he got ping raped I don't buy the skill argument. I don't think skill levels are any different by percentage than they were in 2k3, I'm fully confident cursiv could pull Horizon back together and be the top CTF team in N.A. with or without newnet. That's because raw skill and adaptation are leaps and bounds above a 30ms ping difference.As for the "good people in ut2k3 could play with newnet off so it isn't needed" statement, you're ignoring the fact that skill level has greatly increased since then. For example, the top dueler at the time was fatal1ty. At E3, Lauke played fatal1ty and won 11-1, and now Lauke is being beaten by people better than him. As people get better, they generally have much higher demands for performance. The good clans in 2k3 were generally good in UT1, where really good performance was harder to achieve (in terms of smoothness, responsiveness, etc.)
Also, a 100 ping in UT1 was considered good. The times have changed, and now most of the top players now consider 100 ping unplayable, and it's not because they can't adapt (I assure you they can) but rather because the way the game is played now, it is impossible to win with that ping. The skill level keeps increasing and increasing.
As Sir Brizz said that's wrong. Somewhere 1 month ago I played FragBU at Viper's on dial-up and had ping of 320. At first I did not noticed that Enh. Netcode is enabled serverside and used "weapons of mass destruction" - Flak, RL and Bio. When at last I noticed that enhanced netcode is enabled I decided to give it a try and was able to hit opponents quite often. At that momnet I had netspeed set to smth around 2700-3000Now, in practice, I've found that UTComp does a good job of compensating up until about 100-110 ping. Anything above that and there's really nothing that can be done, especially with something as high as the 150 ping that you mentioned. But in the competitive world, I don't think I've seen 1 player with 150 ping (or even anything over 120 ping) in about 5 years of playing that wasn't on 56k.
I don't remember fatal1ty complaining that he got ping raped
I don't buy the skill argument.