A big complaint with the combat in this game is the fact that on more than enough occasions guns will not register a hit server side that your client says was a hit. This has been a cause of frustration for many. But what if the solution was to make guns a hitscan weapon instead of a projectile weapon? Would people be fine with this if it meant less hit reg issues?
Hitscan for firearms
@coldsheep This will just make all the guns laser beams that instantly record hits no matter how far you are from your target. You're substituting one problem for a different one.
@d3adst1ck there is no reason the line can’t be curved to take into account physics and create a bullet drop off for longer shots. Also they can re-implement damage reduction based on distance to balance it. I am thinking they would need to rebalance gun damage as a whole anyway.
@coldsheep so not hitscan then? Because once you introduce travel time it's not no longer hitscan; it's exactly what we have now.
@rtl-saint “It’s a pirate game” is an argument against PvE servers, not making modifications to the combat. The weapons will still be slow firing and won’t rely on “spray and pray” tactics to work so it will still be very pirate feeling.
@coldsheep I've considered the hit scan thing before, and while I would benefit from this as a pistol+sniper player, I don't think this is a good solution.
Hit reg effects everything from bullets to food. While this might reduce the impact of reg on firearms, it wouldn't eliminate the root causes that effect everything else.
Predicting bullet trajectory is also a skill one develops over time. So a change like this would lower the skill gap. If people are whining that DG is overpowered now, just think of the outcry after it is made easier.
@d3adst1ck You can calculate a curved line then check for collision to that line instantly. No time travel involved.
@theblackbellamy the reason why the hit failed to register vs why eating food failed to heal are very different. If the root cause was the same then you would press the button to fire and your gun would not send a bullet as the server never got the “fire gun” message. Let’s not stray from the topic. I am aware that things would need to be rebalanced with guns to make it work such as reduce damage for all weapons (even sword) as the hit rate would increase. Maybe even reimplement the damage reduction for long distance shots. But I think the rebalance is do-able.
@coldsheep said in Hitscan for firearms:
@d3adst1ck You can calculate a curved line then check for collision to that line instantly. No time travel involved.
I'm confused then, because that's exactly what I said in my first comment: laser beams.
Adding a curved scan line just makes it unintuitive because while you don't need to lead your shots, you need to account for a bullet drop that you can't see because the bullet travels to target immediately.
@d3adst1ck said in Hitscan for firearms:
@coldsheep said in Hitscan for firearms:
@d3adst1ck You can calculate a curved line then check for collision to that line instantly. No time travel involved.
I'm confused then, because that's exactly what I said in my first comment: laser beams.
I’m sorry, when you said “laser beams” I thought you were saying the bullet would be traveling in infinite straight lines. Yes it would be instant but would follow bullet trajectories. Unless there is something I don’t know then you would lose the need to lead the target but if it resulted in less hit reg issues then it might be a good trade off.
@coldsheep server-side hitreg issues rarely occur and only in very dense/active render distance, more than what "many" people will ever go through. What "many" people go through that looks a LOT like the actual hitreg issues, however, is just simple internet lag.
Also, making guns non-projectile would create way, way more issues and remove a big portion of the skill aspect of this game. Ballistics and bullet fall-off distance is kinda a thing, you know.
@hunterp4nther you can calculate a curved line to simulate a bullet drop. You then determine which objects collide with that line. If more that one object collides you determine which is the first object that collided on the line.
@coldsheep I`m not talking about the technicality behind it but the gameplay aspect and immersion behind it. What sense would it make to have a flintlock (made in the 17th century) that hits everything instantly regardless of distance?
@uri5718 said in Hitscan for firearms:
@coldsheep That is literally how the game already handles projectiles, but then with extra steps.
No it doesn’t, the current system has extra steps. Currently the game creates a bullet projectile with a velocity that updates position every frame until it collides with something. Hitscan works very differently with trajectory and hit resolution occurring in one frame.
@coldsheep said in Hitscan for firearms:
@galactic-geek that’s not how that works
...and why not? The moment you're on target, bang!
You can't do that as easily now because in the time it takes the bullet to travel, their positioning could change. Not so with hit-scan.
@coldsheep said in Hitscan for firearms:
@hunterp4nther you can calculate a curved line to simulate a bullet drop. You then determine which objects collide with that line. If more that one object collides you determine which is the first object that collided on the line.
I'm picturing this in my head in YouTube videos or on streams. Guy looks up in the sky with EoR shoots and gets a hitmarker. With the physical projectile you'd watch the bullet drop and get the hit marker, with hitscan you see a hitmarker while still in the scope looking at clouds. Idk seems weird, I rarely have hit reg issues and it's usually keg's that reg the most for me.
