Games H1Z1’s Player Base Has Declined by 91% Since PUBG and Fortnite Took Over


H1Z1’s Player Base Has Declined by 91% Since PUBG and Fortnite Took Over

Posted: 20 Feb 2018 04:32 AM PST

DOOM 1.1.1 patch for Nintendo Switch adds motion controls, fixes audio issues

Posted: 19 Feb 2018 08:10 PM PST

Battlefield 1 Apocalypse launched today; bringing 6 new weapons and 5 new maps

Posted: 20 Feb 2018 03:51 AM PST

Monster Hunter: World sold an estimated 652,614 digital copies in its first three days in Japan

Posted: 20 Feb 2018 03:07 AM PST

Hackers have turned the Nintendo Switch into a functional Linux tablet

Posted: 19 Feb 2018 03:50 PM PST

Total War: ROME 2 - Desert Kingdoms Announce Trailer

Posted: 20 Feb 2018 07:06 AM PST

METAL GEAR SURVIVE Launch Trailer | Konami

Posted: 20 Feb 2018 06:56 AM PST

The Enter the Gungeon devs have given a status update on Advanced Gungeons & Dragons

Posted: 19 Feb 2018 11:11 AM PST

The Station - Launch Trailer

Posted: 20 Feb 2018 12:24 AM PST

Orbonne Monastery (FFT) stage being added to Dissidia NT in late March

Posted: 20 Feb 2018 06:52 AM PST

Mods are coming to Cities Skylines Xbox One Edition

Posted: 19 Feb 2018 01:54 PM PST

Elite Dangerous: Beyond - Chapter One (Free update) | Release Date Announcement, 27th Feb

Posted: 20 Feb 2018 06:31 AM PST

Question regarding networking in FPS games.

Posted: 20 Feb 2018 03:19 AM PST

So there's one thing about the networking in shootergames that I don't quite understand.

A lot of people experience it without knowing what it is and normally blame it on lag compensation or tickrates which have, to my understanding, nothing to do with that.

So if you watch any of the netcode analysises of Battle(non)sense, it seems to be pretty common that movement delay is generally higher than shot delay. I always would've loved to know why exactly that's the case but this again also isn't my question.

What this mostly results in is the popular peeker's advantage.

Peeker's advantage basically means the peeking player has more time to react to what he sees than the defender does. And before anyone comes up with ping, ping is irrelavant in this discussion. It is clear that the defender always suffers more from ping than the peeker does. Actually the peeker isn't really affected by ping at all. But if we just imagine a LAN server with 1ms, peekers advantage is still in place. In CS on a LAN server, you can prefire onetap people who never saw you rounding the corner. And the only plausible explanation for me would be that shot delay is shorter than the movement delay which results in the server sending the information of the shot faster than the information that you moved to peek the corner which then again results in the defender being shot from a position that the peeker didn't even reach yet.

For illustration: http://gfycat.com/GentleBlankGlowworm

So now comes my question... (which is only relevant if what I said before is true, if not, please enlighten me)

Why on earth has no FPS dev team ever considered to bring the shot delay on par with movement delay (by increasing it manually by like 10-40ms)?

Is it impossible to calculate?

Would it feel disgusting client side (if the hitreg is server side)?

submitted by /u/GodMeyo
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ONRUSH | The Stampede is Coming

Posted: 20 Feb 2018 06:46 AM PST

Mega Man Legacy Collection 1 + 2 Switch Announce Trailer

Posted: 19 Feb 2018 08:46 AM PST

This War of Mine review from a real surviver. Interesting perspective and personal storys

Posted: 19 Feb 2018 02:50 PM PST

Battlefield 1 - Apocalypse Official Trailer

Posted: 20 Feb 2018 06:48 AM PST

Assassin’s Creed Origins: The Discovery Tour - Launch Trailer

Posted: 19 Feb 2018 09:19 AM PST

Thoughts on current MMOs?

Posted: 19 Feb 2018 03:09 PM PST

Hey all, recently my friend group and I have been looking for an MMO to play when summer comes around and since none of us have really played any, at least within the last however many years, we could use some input. I've done a bit of research and the only two MMOs that really caught my eye were

  • World of Warcraft
  • Final Fantasy 14

Obviously these aren't the only two MMOs out there but as someone who is pretty uninvolved with the genre I could use some input.

My biggest questions are:

  • How do the two I spoke of earlier compare to one another?
  • How do they compare to other MMOs?
  • Which MMO has combat which is engaging and fluid? This is probably my biggest want in an MMO.
  • Any other general thoughts on the genre in its current state, such as is it even worth getting into at the moment?

Thanks everyone.

submitted by /u/TheGnomie
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GMod Stories: Trouble in Terrorist Town - An interview with the creator of the game mode

Posted: 19 Feb 2018 10:32 AM PST

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