Firefall uses clientside hit detection which is basically super prone to be abused.
Loadout the same thing.
Now games like cs and bf are generally slower so the sideeffects wont be as visible.
Try playing ql with friends and avoid jumping. Issues wont be as dramatic.
With that said, something is just wrong with qls antilag implementation. When you are playing a game under close to lan conditions and you still have rail throughs aswell as shots hitting through walls you know you have a problem..
No, just that I hit 95% of the shots I should hit, meaning that if I miss, it's my fault (or the fault of the frame drops to 40 fps + 30 ms monitor I use right now), not the netcode's.
How does that relate too me tho?
If your having hardware issues then thats your problem.
Having issues with "netcode" affects everyone.
I Dont have issues while playing on a lanserver, but playing online with sub 10ms on myself and ny opponent produces constant issues.
If its to do with netcode or the servers is another discussion. Eitherway its frustrating..
Your problem is a hardware issue on your end.
Mine, not so much.
I have s 100mbit fiber connection at home.
1gbit at my parents place aswell as 350mbit fiber at the cafe i was sponsored by.
Varying computer specs and no fps drops.
Yet the same issues occur.
So no, im pretty sure it doesnt have to do with anything on my end. :)
No idea, the fact that you say you dont have the problem is the opposite of big chunk of the playerbase.
So you either dont get them or you dont recignize them .
As i have talked to people who have said the same as you, who have later streamed their games where the issues are clear as day.
Who knows, i have had people insist i was wrong when the cylinder hitboxes were released.
People saying exactly What you are saying.
After that and several other cases in other games i have basically come to the conclusion that people would rather stick their head in the sand then recognize something is wrong.
The same for reallife situations.
Your free to have your own opinion and me my own, doesnt really matter cause i have a feeling this wont get resolved anyway.
Making the discussion moot.
I can speak only from my experience. What benefit would I get from lying or not accepting the fact that something is flawed? Maybe I'm just lucky in this case.
Not saying you are lying, just that for whatever reason you personally dont see it.
What would the benefits be if you accepted it?
What positives can come from you admitting your favorite game is fundemantally flawed, nothing but aggrevation and frustration.
Its like individuals that cant see that their friends are acting like right cunts just because you have been apart of that group so long that you cant notice the difference.
I can't lie to myself. It's a bad habit of mine seeing the things they are (not just Quake since '97, but myself, my friends and etc. as well), regardless the emotional connection between them and me, also often speak up about it too - that's one reason I'm not so popular. You don't have to believe me, however, that will not change this truth.
Why is it my responsibility too find a solution?
I pay for a service, if that service performs badly then why should i not question it?
You are paying circa 40dollars a year for a game that is 15years old, which in turn performs worse in every way then its older counterpart.
Why people accept this is just baffling to me.
As its not my product i dont need to find it , period.
I have 2 choices bring the problem to light and keep playing or stop paying and/or dont play till the issue has been resolved.
But too say i need to do their work for them is just insulting.
Next time you buy a car with defective parts try using that logic..
I'd like to hear about that "so many levels" in detail, but whatever.
Here you go:
1. I don't have the kind of money to buy a car for at least a few years. Though luck.
2. A car is at least x thousand bucks, while QL is 24 / 48 $ per year, standard is even FREE.
3. You can die while driving a faulty car, you can rage while playing a faulty game.
4. If you don't have the will to contribute an acceptable solution if no other person willing to make your choice of game better, you have to live with current state of the forementioned game.
5. Complaining makes you feel a bit better at best, nothing more. Certainly will not solve your hitbox issues.
1. And i should assume you didnt, cause your first comment could be interpreted in different ways, eitherway that isnt my problem and has no place in the discussion.
2. A car is a tool , ql is entertainment and should not hold the same priority as a car. So why are you shelling out X amount of money a year that could easily pay for food/gas/electricity etc. Especially when there are free alternatives available without restrictions.
3. You can ignore any form of logic and respond with this aswell.
4. I have tried contributing, ID doesnt want help from anyone at this point so why should i waste my time anymore. Also why you just assume that i dont is again cringeworthy.
5. Complaining doesnt make me feel better, one big reason why i have outside of a couple of games a month stopped playing QL.
It's also a discussion about the issues.
If you want to keep using the same level of "discussion" that my 8year old nephew uses dont bother responding. Disagreeing with me is one thing, but basically telling me to shut up for the same reason is just disgusting.
in fact i found it was mostly playable up to around 90ms, you could play decent games in Russia, mostly played eastern Europe which was around 70ms it was totally fine. Trying that in ql is laughable.
netcode is good tbh for quake. they could raise it to make it more precise by increasing the tickrate so when people move extremly fast it would be more precise.
Although I really dislike the netcode and wish it would change asap.
This behaviour is not due to netcode. It's because of the playerlean behaviour... which I also pointed out as being somewhat bad.
The hitbox remains (mostly) centered around where the feet are centered and from there it goes straight up. (depends a bit on the model etc)
kinda depends on your aiming style...
There also is value in having it on.... But you should realize that (atm) you have to aim straight above the feet rather than hit the model.
playerlean 0 makes it more difficult for me to read a dodge...what's your thinking on that? put it it in the weapon bind so you get playerlean 1 for rockets, plasma, etc. but playerlean 0 for rail/lg/mg?
just do what you prefer.... As long as you know what's going on the setting doesn't matter too much.
The 'dodge' also only gradually shows in the lean and there is less added value on there than you would guess.
But anything is fine.
I personally hate inconsistencies (god I hate the netcode ;p) so I would always stick to the same setting (either playerlean 1 or playerlean 0). I've changed it around a few times in order to practise certain aspects and eventually I settled on 0 I think... but it doesn't really matter.
0 shows correct hitbox position, but 1 helps to predict strafes easier. I'd use 0 when having some hitbox experiments like this. But overall use 1 for keel because he has understandable strafe and playerlean helps to predict his movement without causing much trouble once you start understanding his movement(cause mostly the model stays inside hitbox anyway), but for tankjr it's better to use 0 cause this way he always stays inside hitbox whereas his strafes are not that visible/understandable anyway so lean doesnt really help much. So basically there're 2 ways of aiming a huge green static hitbox or trying to hit a smaller leaning target(which changes it's look according to it's movement) but being able to easier predict it's movement
unfortunately there was no playerlean in the origional q3.... so I can't check the implementation.
But it wouldn't suprise me if they messed it up somehow..... The idea that the hitbox remains above the feet is already kind of stupid... who knows what else they fucked up ;)
The people who are saying I am missing on the second time he goes through, I know I am off centered, but the hitbox is bigger. So it should be regging those shots, not the ones where I am hitting his ghost hitbox.