This is one of the biggest improvements to the hitreg we've seen in years and its turned off by default and buried in the settings, why?
Why are the new server-side hitmarkers hidden and disabled in the settings?
@wolfmanbush said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
there is a delay
overall it's a pretty small group that even care and an even smaller group that wanna use it/find it necessary for their combat
cool setting but off is alright imo
I dont believe those statistics for a second, I think everyone would prefer a functional hitmarker over one that isnt reliable.
Having it hidden in the settings and off by default will ensure that a vast majority of the playerbase will keep having incorrect damage feedback without even realizing it.@alienmagi said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
@wolfmanbush said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
there is a delay
overall it's a pretty small group that even care and an even smaller group that wanna use it/find it necessary for their combat
cool setting but off is alright imo
I dont believe those statistics for a second, I think everyone would prefer a functional hitmarker over one that isnt reliable.
Having it hidden in the settings and off by default will ensure that a vast majority of the playerbase will keep having incorrect damage feedback without even realizing it.It doesn't make sense to "on" a feature with a delay like that.
The reality is that most SoT players are not shooting with the kind of accuracy required for it to matter much.
Hit reg issues stink for everyone but they don't bother everyone as much as they bother a select group of players, mainly higher skilled tdm style players.
It's a helpful setting but not one that is necessary for most players in the game.
@wolfmanbush The delay is only 0.05 seconds at 50 ping. 0.15s at 150 ping. This is a total non issue, especially compared to having reliable damage info.
@alienmagi said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
@wolfmanbush The delay is only 0.05 seconds at 50 ping. 0.15s at 150 ping. This is a total non issue, especially compared to having reliable damage info.
Most players in the game piratically live and die by naval.
For the most part they aren't doing sweaty snipes and all that fun stuff.
They are trying to keep boarders off their boats or are wrecking boats they have an advantage against.
It's like ping or fps stats, it just is what it is to most players in the game.
One of the most significant features to ever be added in the eternal battle with hit-reg. And Rare didn't even talk about it beforehand.
My guess is, they see it as a similar feature as being able to switch on the FPS and Ping counters. Basically a QoL for those who are more technically minded and don't mind seeing the car engine running with its hood up. Possible also that they don't necessarily want to openly advertise how bad hit-reg can get in their game, especially for newer players. Ignorance is bliss as they say.
I'm just happy we got this feature. It was a pleasant surprise in the patch notes, switched it on immediately.
Because of old salty sea dogs like me. I already get super salty when my point-blank blunderbuss in the fat gut of an enemy pirate does absolutely nothing while I get killed by a single sword slice at full health. Making it more obvious that the fault was because of some trash server would just get me even more worked up. I'd rather not know because I can at least blame it on something else.
@sammyr0cks said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
Unfortunately, I haven’t found the “server side” setting to be significantly more accurate.
That's impossible. The server side info IS the ground truth - "accurate" in this context literally means "how close is it to the server state?"
Claiming the server state is an inaccurate representation of the server state is a nonsensical statement. It's like saying the Statue of Liberty is just a cheap copy of the Statue of Liberty.
When the server side hitmarkers show something different than what's on your screen - IT'S YOUR SCREEN THAT IS INCORRECT, NOT THE HITMARKER.
Unfortunately, I haven’t found the “server side” setting to be significantly more accurate.
Wait... What? Lol.
So the server side hitmarkers aren't accurate?
My (albeit very limited) understanding of the whole hit reg problem is:
Person A shoots Person B.
Person A sees a hitmarker, thinking the bullet connected.
But the bullet never actually connected on the server.Likewise, with "backtracks", Person A shoots Person B, sees the bullet miss and therefore doesn't see a hitmarker.
But Person B dies, because the bullet actually connected on the server.I thought the whole point of server side hitmarkers was to confirm whether or not the bullets actually hit, on the server, to avoid any uncertainty.
I was hoping for something close to 100%, forget "significantly more accurate" than client side markers.
Silly me.
That's impossible. The server side info IS the ground truth - "accurate" in this context literally means "how close is it to the server state?"
Claiming the server state is an inaccurate representation of the server state is a nonsensical statement. It's like saying the Statue of Liberty is just a cheap copy of the Statue of Liberty.
When the server side hitmarkers show something different than what's on your screen - IT'S YOUR SCREEN THAT IS INCORRECT, NOT THE HITMARKER.
Okay, well this was comforting. I probably should have read through the whole thread haha.
What I really should do is just log in and try it myself.
If it's 100% accurate and the hit marker delay is negligible then this is probably as good a solution as we're gonna get.
Most players in the game piratically live and die by naval.
For the most part they aren't doing sweaty snipes and all that fun stuff.
They are trying to keep boarders off their boats or are wrecking boats they have an advantage against.
It's like ping or fps stats, it just is what it is to most players in the game.
Even casual players might wonder why sometimes it takes only 1 swipe to kill a chicken and sometimes they have to chase it around, spam clicking.
And if they are PvPing against crews they have an advantage over, or even only to defend their own ladders, they will have undoubtedly had a "but I hit that guy point blank!" sort of moment.
If the delay is small enough that dedicated players don't care, then I would think it's small enough that casual players wouldn't notice either.
If I was Rare I wouldn't have even made it an option. I would have just changed it to server side.
@theblackbellamy said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
Most players in the game piratically live and die by naval.
For the most part they aren't doing sweaty snipes and all that fun stuff.
They are trying to keep boarders off their boats or are wrecking boats they have an advantage against.
It's like ping or fps stats, it just is what it is to most players in the game.
Even casual players might wonder why sometimes it takes only 1 swipe to kill a chicken and sometimes they have to chase it around, spam clicking.
And if they are PvPing against crews they have an advantage over, or even only to defend their own ladders, they will have undoubtedly had a "but I hit that guy point blank!" sort of moment.
If the delay is small enough that dedicated players don't care, then I would think it's small enough that casual players wouldn't notice either.
If I was Rare I wouldn't have even made it an option. I would have just changed it to server side.
I support that. Just as a setting I think it makes more sense to have something technical to off rather than on by default. It's like having advanced settings on by default, not a big deal, just makes more sense to opt in imo.
not like it harms anything either way tho
@gravesilence272 I did some tdming yesterday, alternating between server side turned on and off. I got plenty of 3 and 4 taps with server side turned on.
@sammyr0cks said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
I got plenty of 3 and 4 taps with server side turned on.
I don't see the issue - that seems normal to me?
Your opponents are probably just eating between hits.
@gravesilence272 I’ve been in enough TDMs to know when my opponents are eating. If I get 3-4 hit markers before the opponent dies, and they don’t eat, that means the hit markers are not accurate.
@sammyr0cks said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
@gravesilence272 I’ve been in enough TDMs to know when my opponents are eating. If I get 3-4 hit markers before the opponent dies, and they don’t eat, that means the hit markers are not accurate.
Sorry dude, but it's WAY more likely that you missed them eating, than the server-side hit markers are "inaccurate" - which isn't even a sensical statement: if you saw a server side hit marker then the server registered the hit.
If they took more hits that you thought should kill them, the ONLY explanation is that they gained health somehow. There ARE lots of ways they could have gotten health back without you noticing: a big wave or your PC or internet lagging for a moment when they eat, the other player having a full health regen bar, your hits not being a fast in sequence as you remember, giving them time in between.
This just sounds like sour grapes to me.
Sorry dude, it's not sour grapes. I'm just reporting the facts, not assumptions made based on patch notes. 100% there is still hit reg with the server side hit markers turned on. I streamed a couple of TDMs on twitch the last few days, and the VODs are still up, if you want to have a look. I don't really feel like getting into any more debate with you, so we can just agree to disagree.
@gravesilence272 said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
@sammyr0cks said in Why are the new server-side hitmarkers hidden and disabled in the settings?:
@gravesilence272 I’ve been in enough TDMs to know when my opponents are eating. If I get 3-4 hit markers before the opponent dies, and they don’t eat, that means the hit markers are not accurate.
Sorry dude, but it's WAY more likely that you missed them eating, than the server-side hit markers are "inaccurate" - which isn't even a sensical statement: if you saw a server side hit marker then the server registered the hit.
If they took more hits that you thought should kill them, the ONLY explanation is that they gained health somehow. There ARE lots of ways they could have gotten health back without you noticing: a big wave or your PC or internet lagging for a moment when they eat, the other player having a full health regen bar, your hits not being a fast in sequence as you remember, giving them time in between.
This just sounds like sour grapes to me.
I recently found these settings as well and I’m surprised it wasn’t a bigger mention in these forums or on streamer websites.
To be honest I’m very happy with having it on and the result. I never notice a delay and I have a much better idea of my enemy’s health. It should totally be on by default and not even an option.
