Server Authoritative Hit Markers

  • Firstly, I love it. It works great and now I actually know if I’ve done damage with a ranged weapon.

    However with how good it is it raises some questions. Those questions being: why is it optional?, why is it not the default?, and why does the other option exist?

    It seems to me that it’s a choice between “server authoritative hit markers” or “I would like the HUD to lie to me” and for whatever reason the “lie to me” option is the default (and still exists). I don’t see any upsides to the “lie to me” option. That’s just bad for new players for obvious reasons.

    There’s also the issue that melee hit feedback is still unreliable because melee hits don’t give a hit marker (except on a kill). That can be very frustrating to players.

    My suggestion would be to give melee hits hit markers and to make all hit markers server authoritative (either by default or remove the “lie to me” option entirely).

    The intended result being that all players would now receive reliable hit feedback in all scenarios.

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  • Shouldn't be an option IMO either. Server side hit markers are the only way.

  • Should be the default, no arguments here.

  • Some pvp players would prefer to be able to complain about hitreg when they get the marker but find people don't die 😅

  • @mort216 maybe when you're very new, because the game doesn't have crosshairs, it helps some people learn to use the weapons and get an idea for things like ranges and hitboxes just to know that a weapon should have hit? Otherwise you're kind of trying to learn those things while also accounting for the shots that should have hit because you aimed correctly, but didn't because of hit reg? Unless I've completely misunderstood how these things work?

  • I would prefer not having melee markers every hit. (Pve preferring sword main)

  • Exactly! People only care about the hits that actually did damage. And no one cares about the hits that they cant know if it did or didnt actually do anything just because its milliseconds faster to tell you that you landed a hit that may not have actually landed.

    Data that is barely faster but unreliable and inaccurate is useless, and no one on earth wants to think they landed a hit only to be wrong.

  • It is because a good number of folks would get confused when they hit something, then a second later they get the marker.

  • @reverend-toast said in Server Authoritative Hit Markers:

    It is because a good number of folks would get confused when they hit something, then a second later they get the marker.

    Its barely a second at most, it takes only the amount of time that it takes for your shot to land on your end, for the data to send to the server, and for the server to send back whether it agrees or disagrees. Its such a minimal delay that you can barely even notice there is a delay at all. As opposed to thinking you hit something instantly only to fire 3 more shots all claiming to register, only for nothing to happen.

    Its really an obvious choice to me, not knowing any better than if you had no hit markers at all, or a minimal delay. The setting really might as well just be no hit markers or server hit markers with how accurate client side option is.

  • @goldsmen You need to keep in mind that this game isn't just for hardcore players. Server Authenticated Hit Markers are a thing the hardcore players want, but not necessarily one the majority do.

  • @reverend-toast honestly i think most people that know its there will and to use them.

    As stated by others there is not really a downside to using them. If a the hitmarker visualises then you know you have actually caused damage instead of seeing the exact same hitmarker on screen and not being sure if it actually caused damage to the opposing party.

    99+/100 times it is as quick to show on screen as the non server authoritative hit markers.

    It definitely should be the default

  • I agree that the server side hit markers should be on by default. I think they're just significantly better to have in most cases and the delay isn't really that much.

    There’s also the issue that melee hit feedback is still unreliable because melee hits don’t give a hit marker (except on a kill). That can be very frustrating to players.

    My suggestion would be to give melee hits hit markers and to make all hit markers server authoritative (either by default or remove the “lie to me” option entirely).

    The way most games would handle "hit markers" for melee hits is to have the enemy flash when hit or some other visual cue. SoT does have the enemy flinch but it's not always super obvious or accurate, and I do agree there should be some better, more reliable, indication.

  • @reverend-toast said in Server Authoritative Hit Markers:

    @goldsmen You need to keep in mind that this game isn't just for hardcore players. Server Authenticated Hit Markers are a thing the hardcore players want, but not necessarily one the majority do.

    Its not about hard core or not, its about something that works vs something that is no more effect than having it off entirely. Something that is faster but as accurate as having nothing isnt a casual friendly feature, because its just as bad as no feature at all.

    Im no hard core player, i mostly sail around and chill while doing pve, and only deal with pvp as it comes my way, and for both pve and pvp the client side markers are useless and frustrating, and the less than second delay of server side has not been confusing to me.

  • @realstyli said in Server Authoritative Hit Markers:

    I agree that the server side hit markers should be on by default. I think they're just significantly better to have in most cases and the delay isn't really that much.

    There’s also the issue that melee hit feedback is still unreliable because melee hits don’t give a hit marker (except on a kill). That can be very frustrating to players.

    My suggestion would be to give melee hits hit markers and to make all hit markers server authoritative (either by default or remove the “lie to me” option entirely).

    The way most games would handle "hit markers" for melee hits is to have the enemy flash when hit or some other visual cue. SoT does have the enemy flinch but it's not always super obvious or accurate, and I do agree there should be some better, more reliable, indication.

    I think the character reactions are client side. I could be wrong, but I'm almost sure that I've had players/critters flinch each "hit" and still taken more swings than normal to die.

  • @d3adst1ck

    Yeah, you are most likely correct. I've often taken damage from a staggered skelly as well. Hence, why I said it's not accurate.

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