What are the chances that a company rich and successful as blizzard can fix this by official launch?
With all the outcry, I'd bet people will get heard and they will consider fixing it, especially cause of the fact that they are riding the 'want to make it official E-sport MLG' kind of thing with big tournaments.
When I heard the pricing model I was pretty excited. Finally a real game and not some pay2win freemium garbage that requires you to play 40 hours a week just to have a chance at unlocking anything. I truly enjoy the payment model.
Then they have a tickrate lower than fucking Battlefield, and I'm positive blizzard doesn't have the client side hit detection to back it up. This game is going to be absolutely awful at anything above a casual level, so I don't think I'm going to get it.
>>323719071 >tickrate isn't an issue >predicts where you are So what you are telling me is, I can be shooting their body but it won't do damage because the tick rate says their body is in X spot, but the hitbox is in another location.
Updating 20/s = 60ms interval between updates Updating 60/s = 20ms interval between updates
If you think +40ms on any game, SPECIALLY A FPS, you're obviously a single player game or not a FPS player.
In most sports and online videogames the plays are made or broken by small fractions of seconds. For an athlete, having 0,3s reflex means you have shit reflexes, while 0,2s reflex is an decent value and 0,15s a top tier value. And you can be sure those numbers are relevant for the mid of the pyramid, not just the tip of it.
>>323720131 Because it removes any competitive merit from the game when you die because on someone elses monitor you were at somewhere you weren't. Not to mention client side hit detection opens up a whole new realm of possibilities for hackers. Go look up "OHK BF3." Thats what you invite into your game with client side hit detection.
Hey guys, I used to IRC help out some devs for Q3 CPMA, and I'd like to shed some light for both anti and pro tick rate arguments.
Let me explain it as simple as possible. You can't look at this issue without understanding the core differences between server and client side responsibilities.
Server - Interpolation, Lag compensation, Latency, Server Stability, Packet Loss, Communication Latency between different Servers, Server side Tick Rate, Latency on Server Side Prediction Algorithms (projectiles and hitscan both), Live bugfixers and stabilization algorithms, Server Side Content that's handled such as procedural generation , and those are just on the top of my head.
Client Side - Client side Tick Rate, Client side FPS drops, Input Delay, Client Side Content Generation and more.
The reason why oldschool games like Quake 3 were 20 tick on live servers was because dialup couldn't support more. And the reason why people set it at absurd values on LAN was because there was no Interpolation at all, let alone lag compensation. That popular picture of 128tick vs 20tick is exactly what had to be done on Quake LAN servers to compensate for the lack of networking backbone, otherwise you'd see shit jumping around and desyncing like we used to see. Today we see that due to packet losses and server/client desync and server side bugfixer algorithms trying to maintain the status quo. Tick rate is probably the least important factor today, 16 years ago, it was the most important.
Now I'm not going to say that increasing the tick rate won't be good. But the more you increase it the more you're gonna run into packet losses and other problems. I watched some streams of the game and honestly it looked fine. Everything in networking is a game of minmaxing, what we know so far is that the CLIENT SIDE tickrate is 20, for all we know the servers could be amped up for more. There's also a lot of non hitscan weapons in the game so there's a million other factors that matter more.
>>323720902 Could have just googled what I gave you but heres some spoonfeeding
With client side hit detection you can literally make a hack where you shoot at the floor and kill everyone in the server. That's what people have to put up with in games like Battlefield when it comes to hackers. This transcends normal wallhacks or aimbots. Someone can literally sit in spawn and wipe your team continuously until an admin gets on.
>>323720902 That cs:go style of "clearly hitting someone and still missing" hardly happens on properly configured 128 tick servers. Which should be a standard for FPS games. Under 60 ping CS:GO actually has the best netcode out of any modern multiplayer shooter, only fucking Quake and Reflex can keep up, which are 1v1 games as well, meaning less stress on the server.
>>323721639 So? In Overwatch you can have superior movement to someone and still die because lol 20tickrate he shot where I wasn't and still got me. Some competitive game we have there. And that will happen literally multiple times per map.
>>323717716 Blizzard said they wanted to make overwatch a competitive game. If the CS:GO competitive community, the only real competitive fps game, is shitting on it then that isn't a good sign. The game will blow.
>>323717198 Thing is it translates to 0.05 seconds, or 50ms, you're more likely to run into people with higher latency than that than to ever kill trade or some such. I think only Widowmaker's sniper and maybe the odd shot from McCree will ever actually do enough damage to notice the odd discrepancy, and that's only if you're not a tankier character and don't have a shield or armor or something from allies, plus nearly every other character has a fairly quick movement mechanic..
>It will have a big esport scene, anyone saying the opposite is retarded.
What makes a esports scene big are the casual players, not the competitive players. The casuals are the ones to watch and buy shit. No matter how much the FPS genre and Blizzard are already stabilished, it is still a 40$ game that a significative chunk of the potential user base won't give a try because of the price.
All the relevant esports scenes are F2P (CSGO with a sales price might as well be F2P), Let's not even talk about company support or lack of. You're just having really wishful thinking.
>>323724186 It's just other company shills and BRs, if there was a large issue, it would have been noticed in the beta. The game by design isn't twitchy enough for a low tickrate to do shit anyways, only WIdowmaker and squishy characters might notice it.
>>323724902 >What makes a esports scene big are the casual players, not the competitive players
This is dumb. You don't need to have played football in high school to enjoy watching football on TV, and you don't need to play any of these games to enjoy watching them. EVO had 250,000 peak people watching Street Fighter 4 finals. How many of those people do you honestly think play the game? I didn't. I watched it anyway.
The only thing that matters for e-sports is how fun the game is to watch. The fundamental problem with FPS games is that most of them are too hard to commentate and follow - one of the reasons CS:GO blew up is because several things about the design of that game make it easy to talk about and follow the action.
Does Overwatch have the same thing? Well, it has a single obvious objective to focus around like CS:GO, and an easy-to-comprehend goal like CS:GO (you either accomplish the objective by the time limit or you don't). The only thing that it lacks is death persistence, so instead of the round by round tension of people dying you have a flood of bodies throwing themselves at an objective, and that might become a little stale. But I think it has a shot.
>>323727613 >Does Overwatch have the same thing? From casting so far, Overwatch is super easy to follow - but the spectating client is kind of really basic and fucked right now. Once they get that solved, it's game set match tbqh. Oh and some other things like match rules and additional options for tourneys and what have you.
>>323728653 That's latency, or as the cool kids call it, lag
Everyone using that example to explain about 20 tick just furthers my theory that those talking about 20 tick in relation to overwatch have no idea how online games work - basically just taking whatever infographic reddit shits out as the truth
Watching two good players try and duel is one of the most boring things ever. It just looks like they're taking the exact same paths around the map whoring items. CTF, on the other hand, is much too chaotic to try and commentate because there's two different flags you have to worry about.
I was one of those kids sneaking on their parent's computer at 2AM trying to play NetQuake on a 28k modem. And I remember having a blast. But those times are long past, and I realize now how unsuited those games are for e-sports. You need the skill ceiling, but you also need to be watchable and easy to commentate on too, and that's something that Quake and Unreal Tournament never ever had.
>>323729292 Because latency was always and will continue to be a larger factor than tickrate, unless you're running at a rate less than 10 or something. 20 means an update every 0.05 seconds. The average human reaction time is 0.25 seconds.
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