I made a post in another thread with no feedback for a week, yet I found this topic interesting and decided to ask forumgoers in a new thread, because those that weren't interested in the halo 4 thread might be interested in this. First, I will explain my understanding of how the Halo 3 and Reach systems worked based on old bungie.net pages. If I understood it correctly, In H3 every player's xbox would send the player's button presses and aiming direction to the host's xbox, which would then calculate everything and send all of the information in that match back to every player's xbox. Both transfers of information took an almost negligible (we wished it was) amount of time, which was referred to as latency. In Reach, when a player pulls the fire trigger while looking in a certain direction, the player's box transmits a hit or miss signal based on whether or not their reticle was on target according to the player's screen. This negates the effect of latency, which is an unpredictable variable that, when large, denied players any certainty in aiming in H3. (in other words, it was the thing that was most likely to ruin an fps experience). If a player with a faster connection to the host strafed in H3, how much you would have to lead your BR reticle depended on the amount of latency, because those bullets are modeled with the player's future position on the host box. Reach's system was a "hitscan" system, just like H2. The disadvantage, however, is that Reach doesn't model the speed of a DMR bullet (by sending a hit or miss message it essentially causes an instant bullet travel time), eliminating the possibility of the "leading shots" dynamic at long range that was present in H3. If a target was moving at a distance in one direction the whole time a player would have to place shots on where the target will be after the bullet travel time. If there happened to be insignificant latency, the only variable would be distance, which is easily noticed. The distance to the target would be proportional to the bullet travel time, equivalent to a constant (the bullet's speed) while the bullet travel time and the amount that the player has to lead are inversely proportional, equivalent to the target's speed. The leading dynamic not only provides a skill factor by making aiming much harder, it makes it less likely that players can be killed at long range, because even a player with perfect aim cannot kill a target that moves in an unpredictable way. This is even a better option than spread (for reducing long range BR power) because spread introduces randomness. Players will still take chances at long ranges if they might get a kill; both the shooter and the target may be considered unlucky or lucky frequently. This was my post in the halo 4 thread: If they can find a way to make a player lead a hitscan BR while actually modeling the speed of BR projectiles in order to mitigate the effect of lag [hitscan does this] while adding a skill factor and reducing the power of extremely-long range BRing [leading], they should do it. I'm not so sure that I know what I'm talking about, but perhaps every player's xbox could model its player's own br projectile trajectory and enemy movement in real time [and calculate a hit or no hit] while the host still receives the message of a player being hit and suffering damage, as in hitscan. You would receive player's positions with latency, but you would hit enemies as expected based on your screen after bullet speed is factored in. Bullets could even fall too, in accordance with real physics, such that one would have to lead ahead AND up. You can ignore that last sentence because no one would expect bullets to fall if other plasma projectiles defy gravity in the game. If the host could synthesize information, including the host’s own actions, in the two systems, why can’t the non-host boxes add in their own information and calculate it? I know that if this was possible, they would have most likely tried it, so does anyone know why this can’t work?
Allow me to try to answer your question: If you're trying to avoid latency issues, this would not solve your problem. If two xboxes are calculating things based on the data on their own individual ends of the network, you're going to get two very slightly different things. Then deciding which is 'correct' i.e. the host, brings us back to the original problem of hosts and latency. If anyone says something to the effect of 'take an average of the two' or 'combine what the two xboxes calculated' I say to you: shut up you're stupid, because in those situations, nobody is correct and whatever anyone saw on their screen would be wrong. My suggestion to everyone to avoid latency issues: stop using dial-up to play multiplayer games. We know who you are, we will find you eventually. random sidenote: IMO; BR < poop. And; DMR ∞> BR
I did not think that it would resolve latency issues, but I thought that it would force a player to lead depending exactly on what the player sees on screen. I know that there are latency paradoxes with Reach's hitscan: a faster-connection player may receive a "has been hit- apply damage" message from the host (who got it from the shooter) so late that the player is behind a wall or has already killed the shooter. The reason why this is preferable to H3 latency paradoxes is that the Reach paradox only happens to the player in certain situations, and that hitscan gives credit to every shooter's screen, where as the H3 latency affects accuracy on any moving target for slower-connection players. Corresponding H3 latency paradoxes are that a player shoots a target according to the player's screen, but it doesn't matter because the player is already dead or the target is already slightly to one side (as calculated by the host). I notice that I mistyped where I typed "perhaps every players xbox could model its player's own br projectile trajectory and enemy movement in real time", where I meant that the player would constantly receive the enemy's position from the host, not that it would model the enemy's position. It would simply check if the received player position matches the calculated projectile position per frame(although it would be a line, creating a piece-wise vertical step distance vs. time function as opposed to a linear distance vs. time function, where each line would be a frame) for a period of time after firing, as opposed to the frame of firing, to send a hit or miss message. Now that I have clarified, I do not see how two xboxes are modeling things between which the host has to choose. The host is never aware of a shooter's bullet position (perhaps to display a yellow tracer line it uses the latent H3 system, which wouldn't matter or agree with the damage message) in Reach hitscan or this proposed system, nor is the host aware of the things that the shooter sees on screen; the host only has to apply the hit message as damage to a player. This means that everyone is correct about who they hit, but everyone takes a hit from another dimension. As for the DMR, bloom is horrendously flawed, fewer necessary bullets require less skill, and the crouching/scoping effects reward players for catching opponents off guard at very long ranges more than at closer (throw grenades or fire without a scope) ranges, but I already posted on that in much more detail in the TU thread. IMO, not considering hitscan, the BR is infinitely better than the DMR, and the DMR is stupid.
Sorry if I misread, but are you saying Reach has hitscan weapons? Because that's not entirely true. The bullets just travel an enormous distance in a single frame easily covering the size of most maps. This way it seems like hitscan but without the negative latency influences.
My understanding is that real world bullet speeds are so high that when you put them in most game situations in Halo, you wouldn't really need to lead shots anyway. The only purpose of putting it in is either to add a skill component to the game despite its lack of realism, or to emulate a reality that doesn't actually exist. Only using the sniper over great distances (like the length of Hemorrhage) would any shot leading be necessary. For regular DMR fighting distances, or e.g. from one end of Boardwalk to the other, bullet travel times would be fast enough to be perceived as almost instantaneous anyway. Personally I used to enjoy leading shots in CE on the big maps, but I feel like online play is complicated enough as it is, between lag and bloom and so forth. I don't really want to have to lead shots just to account for something in the game engine that's not even particularly realistic. I wouldn't mind seeing this added to the sniper specifically, however, especially across huge maps. Maybe also a subtle gravitational effect so the bullets slightly drop over thousands of feet. That thing is too overpowered in Reach. While they're at it, they could nerf its vehicle-wrecking properties by at least 25-50%, because that **** is ridiculous.
I've never enjoyed leading my shots. It's an extremely miserable experience with even the slightest bit of lag.
If I'm following this correctly, it sounds like it would still create discrepancies between what happened on each end of a connection. For example, two people are in a close range, DMR duel with lots of cover around. Host (who is not involved in the duel) is calculating and sending player positions to the two who are fighting and those two are calculating their own bullet trajectories and transmitting them to each other and to the host. I would think think that with all this network traffic going on for just three people, it would create latency issues when more variables are added and must be calculated and sent to everyone involved as opposed to the simpler solutions of hitscan or host. To each their own opinion, my biggest issue with the BR is that it was the most powerful weapon in the game. It could beat out almost any other weapon most of the time and thus made the game monotonous unless you were playing snipers or action sack. The nice thing about the DMR and Needle Rifle is they can't beat out a shotgun at close range, they can't outsnipe a Sniper rifle at long range, but it does make a balanced starting weapon for most games.
Where did you find that information? I tried looking for Bungie's page explaining whether or not the DMR was hitscan, because the forums gave conflicting responses. It took way too much time and I thought that it wasn't important enough, but as for the B.net forums where anyone can reply (as opposed to the B.net update articles), where did they get their information? I got the information about hitscan vs. H3 from a B.net weekly report about the BR in H2/3, before reach's time. I doubt that they would make the DMR bullet travel time that fast, because then it would almost never matter, and few would even notice that it was not hitscan. I have cross-mapped on Hemorrhage a lot and have never noticed a delay. But your post revealed that you don't understand latency. Latency is not multiplied by the bullet travel time to produce the full time before a target is hit, latency is added. Increasing the bullet speed would not decrease latency.In an H3 match, if latency is significant at close range, then the full time it takes for the bullet to hit the target is proprtional to the distance of the target before latency is added. But if you increased the bullet speed, the effect of latency wouldn't decrease unless you made the system hitscan. The latency would still remain apparent at any distance. Nutduster, not only was realism in a game not assumed in my posts, I clearly dismissed the significance of realism when I typed that no projectiles fall in Halo, and so BR bullets might as well not. As far as lag and bloom goes, bloom isn't quite necessary (this idea should be considered without bloom seeing as how it is hypothetical and not related to Reach bloom), and this idea also is supposed to force leading according to one's own screen, which means that the shooter doesn't have to worry about latency like they did in H3 (I've already reiterated that). So, it's less complicated than H3, even when you consider lag, because all possible systems would have possible lag. But I do agree with you about the sniper being overpowered, and that turning it into a laser with about 3 shots (in addition to its old function) was stupid, but its anti-infantry power could be balanced by reducing its clip quantity to 2 or placing it in the middle of a map. Tantric Echo, non-host xboxes would not send information directly to each other in any of the two real or the hypothetical systems. There would not be more variables because the non-host boxes would each calculate their own fraction of what the host box would have had to calculate in H3, effectively reducing the number of bullet trajectory models that the host box would have to calculate to the host's own bullets. The information transferred for shots fired (once again, hit or no hit) is much simpler than from H3. I don't think I can explain further, nor do I want to anyway. Also, the BR was simply not more powerful than the DMR. In my TU thread reply post I pointed out that the precise rate of fire increases as the target gets closer. I don't see why anyone can't understand this. A DMR user could consistently kill a rushing shotgun faster than the user could kill another, more distant DMR user. Bloom actually makes the DMR a counter to close range weapons. The shotgun's kill range was increased slightly in my experience, and there is sprint to make it seem more effective (although in both games the only way you wouldn't be taking a risk with the shotgun is if the enemy walked into you- didn't see you crouching around a corner). Before the TU update, the precise (fully pacing) kill time of the DMR seemed to me to be longer than that of the H3 BR, but it doesn't matter in Reach because the only other mid-range weapon is the needler (which could beat a rifle in both games- tell me if you can think of another mid-range weapon). Bungie made sure that the bloom didn't hinder it at long range by making crouching curtail bloom and scoping increase accuracy. Hasn't anyone played BTB before? The BR had a lesser range than the DMR considering (relative to) how far you could see and reasonably aim at an enemy without a scope in both games (think about why that's important, I won't spell it out like I usually do).
Here's a post from a Bungie employee about Reach's 'hitscan' Re: Overall good And I indeed do not know anything about latency.
That's interesting. It sounds to me like they didn't particularly choose to implement an alternative to hitscan, but rather created something that works like hitscan without modifying the fundamental bullet mechanics that have existed in Halo since CE. If you ever modded back in the Halo PC days, you'll remember that every map file stored the qualities of every projectile in hex code - including damage and speed, among others. It sounds like the same is still true in Reach, but the "hitscan" weapons have a speed so high that there's no distance you can fire them that they won't cross it instantaneously. Practically speaking, I don't think there's any difference between that and hitscan, depending whose box does the calculation of where the target is and whether the bullet hit. However, my experience with lag and European shot-eaters tells me that the calculation isn't entirely being done where I think it should (on my box, and not his or the host's). Wish I could ask JohnnyOThan about that. Getting back to shot-leading - OP, I know now that you're dismissive of realism, but I just don't see any real purpose to leading shots unless it's that. The game has gotten complicated enough without reintroducing that. In the much simpler, less random world of CE, it made more sense. Now I prefer to not have to lead, unless I'm using a covie weapon or rockets or so forth. (Leading with the needler is fun and triples its effectivity.) I do agree with this part though: "I'm not so sure that I know what I'm talking about, but perhaps every player's xbox could model its player's own br projectile trajectory and enemy movement in real time [and calculate a hit or no hit] while the host still receives the message of a player being hit and suffering damage, as in hitscan. You would receive player's positions with latency, but you would hit enemies as expected based on your screen after bullet speed is factored in." It seems like that would be the preferred system whether you have "hitscan" (i.e. super-fast) bullets or not. My experiences with Reach have been so mixed that I'm not entirely sure WHERE the calculations are being done. I've been killed around corners enough to think that possibly is ALREADY how it works, but then again I've played many games where I was on target with 8+ shots in a row without getting a kill, seemingly contradicting what I just said. And I don't believe it was entirely down to bloom, because if it was just that, I shouldn't consistently have the same trouble killing one or two specific players. I play in a customs lobby every week with a couple of overseas guys (including Overdoziz here) and those guys seem to always take more shots to kill than anyone else, especially if they start strafing or jumping.
Oh god, I forgot about sweep-sniping. I don't know what was more galling, that some people could use it to get a headshot basically every time, or that I was so shitty at it that it never worked.
the re: overall good link seemed to be describing hitscan- saying that "the bullets are so fast that they are spent in one frame" is exactly hitscan. A frame is a processing instant, so saying that the bullets are so fast is a way to help us understand what it would be like, when really the speed is irrelevant, and abstract. Ricochets in a virtual world don't require time, but I guess that this is what you were saying in different words, Nutduster. For me, leading shots would be no more complicated than H3, and hearing that bloom has another negative impact is frustrating when I also remember how many people still want it in the game. I'm surprised though that you didn't consider what I typed about long range DMRing; perhaps most posters on this site play only small 4v4 maps. Think about this: the scale of Reach BTB maps and DMR range is so enormous that if you had to lead a considerable amount (I'd say 2 body widths ahead of a srafing target) at the extent of the range at which I have racked up many kills with a DMR (it's still precise at no aim assist ranges scoped/crouched), the distance that it would travel in one frame would still be quite long, such that DMRing without a scope wouldn't need leading at all, and that conscious leading wouldn't be necessary from spawn to spawn on Countdown or such 4v4 maps
Your idea still creates a random factor just as bad as spread for Halo 4. Randomness is not needed in an FPS. Go suggest this on the Viva Pinata forums if you want anyone to take this idea seriously.
That's not necessarily true. Hitscan is a simple system that by necessity has to be calculated on the local box. If you see a target, put your reticle on it and pull the trigger, the game registers a hit and sends that information back to host. The information that goes across Live isn't "I fired a bullet, now tell me what happened to it" - it's "I hit this guy, now tell me if he died." A speed-of-light bullet in the conventional old school Halo engine wouldn't be the same as hitscan, because what you tell the host is "I fired a shot at this point, and you tell me if it hit." The host may understand your target to be in a different place than you thought they were, so even though you fired a pseudo-hitscan weapon at a target with your reticle on them, host returns the result that you didn't hit them anyway. Basically, in this model even though bullets are infinitely fast, lag can cause you to miss. HOWEVER, if the target-hit-or-miss calculation is always done locally, then the shot is essentially and actually hitscan. (At least, that's my understanding.) What I don't know is how Reach's netcode actually works - if your local box calculates hits and misses, or if host still does, or if it's some kind of hybrid system. As I mentioned before, I feel like I have experiences supporting both. Getting killed around corners and through walls is supposedly emblematic of true hitscan (and thus a local box calculation of the hit), but I've also seen plenty of players eat shots like Shaq at a barbecue buffet, suggesting that host still has final word and an infinitely fast bullet fired right at the other player's pixels still doesn't guarantee a hit in Reach. I've had people try to convince me that was all down to bloom, but I don't believe it, because it's too consistent in behavior when I play overseas guys vs. people who live close to me.
What I meant by "exactly hitscan" was that the provided link described hitscan, because posts after that link seemed to be ambiguous on what the link meant by "so fast..." I didn't mean that an infinitely fast bullet was indicative of hitscan, but rather that hitscan needs an infinitely fast bullet (unless one considers the hypothetical system). I thought that I had demonstrated that I understood what hitscan was in my previous posts. I was going to try to understand 4shot's first sentence before I read on and found out that 4shot was a troll.
Just making a small but important clarification. The provided link doesn't describe hitscan - it describes Bungie's version of hitscan, and leaves out a crucial piece of information which is what information is being provided to the host. A bullet traveling at near-infinite speed is very nearly hitscan, yes. But if the hit calculation is being done on a non-local host box, then latency is potentially an issue, your infinite-speed shot that seems to hit on your box doesn't actually end up hitting, and thus the system is definitively not hitscan - even though in practice, it might be really close to it most of the time. This is all hypothetical differentiation, because I don't know (and haven't found any good links explaining) what Reach actually does. If hit calculations for precision weapons are made on your own box regardless of where the host says your target is actually located, then yes, what they gave us is hitscan. Otherwise, it's a close simulation using the pre-existing Halo bullet mechanics, which still allows bad lag to kill your seemingly good aim.