It’s always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.

Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.

  • ILikeBoobies@lemmy.ca
    link
    fedilink
    English
    arrow-up
    4
    arrow-down
    2
    ·
    edit-2
    13 hours ago

    It just adds to player frustration with no benefit to 99% of the player base who wouldn’t do anything with that information anyway

    The other 1% would do a trace route anyway

    Though I do appreciate knowing which server to join

  • oni@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    16 hours ago

    Has been a while since the last time I played a modern multiplayer game due my low spec laptop, It’s always a new world to me every time that I’m able to play something new, because I can see how nowdays games have tamed the gamer with almost everything

  • A_Very_Big_Fan@lemmy.world
    link
    fedilink
    English
    arrow-up
    42
    ·
    edit-2
    1 day ago

    If the game’s net code is good, you shouldn’t have to lead or trail. But yeah, it’s annoying not being able to see it.

    Perhaps they don’t want you to know how shit their servers are lol

  • GameGod@lemmy.ca
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    16 hours ago

    This drives me nuts in The Finals as well. I also really want to know what my opponents’ pings are, because sometimes it feels like they’re exploiting the unlagged netcode with high ping. Edit: And don’t give me a little 3 bar signal strength graph - I need numbers.

    FYI also in case you didn’t know, the sniper rifle for light in The Finals is hitscan up to 40m away, then after that it has travel + bullet drop. This was introduced in a patch about 6 months ago. (I don’t think the Pike for medium is hitscan at any range… someone correct me though)

    • TwanHE@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      6 hours ago

      Pike is hitscan, as is any actual gun except the ks and sniper.

      But i don’t think just showing ping will fix anything within the finals with how shit the servers have become over the last updates.

  • toe@lemmy.world
    link
    fedilink
    English
    arrow-up
    31
    arrow-down
    2
    ·
    1 day ago

    Because they hired UI/UX people who aren’t very technical and they told them that red numbers and technical jargon makes people sad.

    So the product manager who’s never played the game decides to drop it along with anything else the UI/UX and Marketing people say they don’t like.

    The actual developer and artists argue otherwise, but they get told that they’re “not the target market”, because they have… opinions.

    So they release the game and nobody buys it. The product manager then shifts from talking about day 1 sales to how they’re influencing the industry and the game’s success will be felt wider than just sales figures while quietly finding another project in its infancy to attach to.

    The UX/UI people are floating in the company so they’re already on the new project saying that “umm ya’know I don’t really get… modding or servahs”

    The developers are told the failure is their fault and they need to fix it and the artists are told to come up with 6 new character designs that are contractually sourced from the latest collaboration with Peppa Pig and have strict requirements where Peppa Pig can’t be shown in the same room as Sal the big mean butcher at the same time.

    And that’s the story of Concord.

    (and why you don’t get pings anymore)

  • Montagge@lemmy.zip
    link
    fedilink
    English
    arrow-up
    18
    arrow-down
    1
    ·
    1 day ago

    Probably for the same reason modern cars don’t have an oil pressure sensor these days. Too many users don’t know how to parse the information.

    • Yozul@beehaw.org
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 day ago

      I don’t really believe that. For either of them. You don’t have to be a computer expert to know that high ping is bad, and you don’t have to be a mechanic to know that the oil pressure gauge moving away from the middle of its range means something serious is going wrong. I think it’s because corporations don’t want us to understand what’s going on when things go wrong, not because people would be incapable of understanding if given the information.

      • Bronzebeard@lemm.ee
        link
        fedilink
        English
        arrow-up
        1
        ·
        9 hours ago

        I dunno, I remember way back in StarCraft the original, everyone upon entering a game would immediately change their setting sto Very High Latency…because who the fuck knows why.

      • BCsven@lemmy.ca
        link
        fedilink
        English
        arrow-up
        2
        ·
        15 hours ago

        I can tell you people many people with oil gauges ignored the gauges, and people with oil lights ignore those too. Only avid users of something look at information and adjust behaviour. The assumption is all gamers are data parsing types, there are a lot that aren’t.

      • Montagge@lemmy.zip
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 day ago

        Pretty much all cars have an oil pressure switch these days. Meaning once the oil pressure goes above a certain threshold the oil pressure gauge goes to the good range. It doesn’t move until the oil pressure drops below that threshold. Essentially it hides the actual oil pressure, which can fluctuate based on RPM, temperature, wear, and oil used. I don’t know how many times I’ve had friends, family, or coworkers think they have a problem because their oil pressure is moving while driving, or it’s at a different but perfectly fine part of the gauge.

        I don’t think people are incapable of understanding. I think they don’t bother to try or have the time to.

        • Yozul@beehaw.org
          link
          fedilink
          English
          arrow-up
          5
          ·
          1 day ago

          People seeing something unusual and checking to see if it’s enough to be concerning is a good thing, even if it’s not actually a problem. I think people have formed a habit of not bothering to try because they have had the tools to learn things for themselves hidden from them, and we should be blaming it on the people doing the hiding, not blowing it off as people these days being magically different from how people used to be somehow.

  • Oisteink@feddit.nl
    link
    fedilink
    English
    arrow-up
    2
    ·
    23 hours ago

    Di you know that on windows, the resource monitor will show latency for all tcp connections?

    • oni@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      edit-2
      15 hours ago

      wouldn’t be able to see only yours?

      edit: sorry, i was thinking on an client-server arch where the server is not your pc

      • Oisteink@feddit.nl
        link
        fedilink
        English
        arrow-up
        1
        ·
        7 hours ago

        It just lists active tcp connections and their stats including latency. But as someone said most games need in-server support for timing as they use udp

      • Oisteink@feddit.nl
        link
        fedilink
        English
        arrow-up
        2
        ·
        16 hours ago

        Well - as udp is is stateless theres really no way to measure outside of special handling in the server code.

    • Psythik@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      1 day ago

      I want to enjoy this game but I just can not wrap my head around all the heroes and their abilities. There’s way too many of them.

      Which is odd, because I didn’t have much issue figuring out Overwatch during the open beta back in 2016. Am I just getting old in my 30s, or is Marvel Heroes legitimately more complex than OW was back then?

      • SolOrion@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 day ago

        It’s the kind of thing you just learn over time as you play. It can be pretty brutal early on tho.

        It could be worse- first MOBA I really got into was Smite and there’s ~130 characters in that game.

      • AlphaOmega@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 day ago

        I hear you. It’s worth a play, but there are 30ish heroes all with some what unique abilities and counters. It can be overwhelming…

  • AdrianTheFrog@lemmy.world
    link
    fedilink
    English
    arrow-up
    2
    ·
    edit-2
    9 hours ago

    Yes, the game should account for latency as much as it can, so a conscious decision to lead or trail probably won’t help. It’s more useful for debugging sort of purposes imo, like figuring out if your network is slow or if it’s just the person you’re playing against.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.netOP
      link
      fedilink
      English
      arrow-up
      2
      ·
      edit-2
      21 hours ago

      How it helps in knowing to lead or trail comes from knowing how much time delay to add or remove from the target so it actually counts as a hit. If I am low ping and my target is high ping, I’m gonna want to trail the target as they will be slightly behind where I am actually seeing them. If they have low ping and I have high ping, I need to aim a bit ahead of them because they are further along than what I see (though because it uses projectiles, I’d still have to lead a moving target).

      It really depends on the kind of hit detection used. In totally client side hit detection, like Battlefield, as long as I can see them I can hit them by having my bullets hit what I see. But if the game is server side detection, like Counter-Strike, knowing everyone’s latency is a huge help.

      • Leuthil@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        arrow-down
        1
        ·
        edit-2
        15 hours ago

        Counter Strike has pretty cool networking code where the server will rollback the simulation based on your latency, to see if you would’ve hit based on your own interpretation of the world as at your time, so no, even in Counter Strike, you shouldn’t need to lead. That being said, there are limits. It’s not going to work properly if your latency is 1000ms. Also in CS 2 they improved this even more because they do sub tick simulation to be even more precise.

        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.netOP
          link
          fedilink
          English
          arrow-up
          1
          arrow-down
          1
          ·
          edit-2
          11 hours ago

          Have you ever actually played the game? Or any online game for that matter? If you have 30 ping and the dude you’re shooting has 150, you’re gonna have to shoot slightly behind what you see. As good as the net code is, there is still a slight difference between what the client sees and what the server sees. The interpolation they use is one of the reasons why you don’t see the other player where they actually are. It tries to guess where they will be to smooth out their motion instead of coming in bursts like an older game such as Quake would be, and it’s never quite perfect because there is literally a delay between what they do and when that information gets to the server, and then back to you. Knowing how much of a delay there is (IE the latency) actually is useful.

  • saigot@lemmy.ca
    link
    fedilink
    English
    arrow-up
    7
    ·
    1 day ago

    I can’t think of a game that doesn’t have it, unless you mean for your teammates and opponents? That seems like an obvious way to reduce toxicity, and avoid giving info to people trying to DDOS their opponents. Modern games you don’t need to lead or trail your shots based on latency, if it hits on the shooters screen it will hit. this is often called “favour the shooter”.

  • PhobosAnomaly@feddit.uk
    link
    fedilink
    English
    arrow-up
    6
    ·
    1 day ago

    It used to be the first thing you checked on 56k.

    Hold tab for the score and stats, see if your pingtime was under 350, and crack on.

    There was a certain art to playing as an HPB, especially when ISDN or leased lines were the domain of the rich and famous… and students.

    These days, it seems that anything over 30 is… suboptimal, and only single digit pingtimes are good enough for competitive non-LAN play.

    That said, before multiplayer was centralised, you checked the server pingtime before joining the server. Private servers seem to be a dying breed now.

    • TurtleSoup@lemmy.zip
      link
      fedilink
      English
      arrow-up
      5
      ·
      1 day ago

      That said, before multiplayer was centralised, you checked the server pingtime before joining the server.

      Scrolling through servers on CS:Source trying to find one that wasn’t pinging harder than my anxiety… Those were the days.

  • TurtleSoup@lemmy.zip
    link
    fedilink
    English
    arrow-up
    5
    ·
    edit-2
    1 day ago

    There’s still a way to do it but it’s convoluted compared to if they’d just add a damn resource monitor into the game itself.

    If you still care about figuring out your ping: this comment on reddit from a year ago tells you how to find your games server IP, from there you can just fire up command prompt and hit with ping -n 100 <IP/Adress> This should return your ping and packet loss with the server.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.netOP
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      4
      ·
      1 day ago

      It’s not exactly modern, and it also doesn’t even really matter much. You’re not trying to hit anyone (well, not most of the time anyway) and since everything is server side, you’d visually see who is lagging. Either you’re rubber banding, or the other players are. lol

      • cevn@lemmy.world
        link
        fedilink
        English
        arrow-up
        3
        ·
        1 day ago

        Uhh. It matters a lot. When someone hits the ball and your client thinks it went one way then the server thinks it went the other way, the ball will rubber band. Over the course of a match tens of such events can add up and cost the game. Try playing at 150 vs 8 ping.