It’s always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.
Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.
Probably for the same reason modern cars don’t have an oil pressure sensor these days. Too many users don’t know how to parse the information.
I don’t really believe that. For either of them. You don’t have to be a computer expert to know that high ping is bad, and you don’t have to be a mechanic to know that the oil pressure gauge moving away from the middle of its range means something serious is going wrong. I think it’s because corporations don’t want us to understand what’s going on when things go wrong, not because people would be incapable of understanding if given the information.
Pretty much all cars have an oil pressure switch these days. Meaning once the oil pressure goes above a certain threshold the oil pressure gauge goes to the good range. It doesn’t move until the oil pressure drops below that threshold. Essentially it hides the actual oil pressure, which can fluctuate based on RPM, temperature, wear, and oil used. I don’t know how many times I’ve had friends, family, or coworkers think they have a problem because their oil pressure is moving while driving, or it’s at a different but perfectly fine part of the gauge.
I don’t think people are incapable of understanding. I think they don’t bother to try or have the time to.
People seeing something unusual and checking to see if it’s enough to be concerning is a good thing, even if it’s not actually a problem. I think people have formed a habit of not bothering to try because they have had the tools to learn things for themselves hidden from them, and we should be blaming it on the people doing the hiding, not blowing it off as people these days being magically different from how people used to be somehow.
I can tell you people many people with oil gauges ignored the gauges, and people with oil lights ignore those too. Only avid users of something look at information and adjust behaviour. The assumption is all gamers are data parsing types, there are a lot that aren’t.
I dunno, I remember way back in StarCraft the original, everyone upon entering a game would immediately change their setting sto Very High Latency…because who the fuck knows why.
I can’t think of a game that doesn’t have it, unless you mean for your teammates and opponents? That seems like an obvious way to reduce toxicity, and avoid giving info to people trying to DDOS their opponents. Modern games you don’t need to lead or trail your shots based on latency, if it hits on the shooters screen it will hit. this is often called “favour the shooter”.
It looks like The Finals doesn’t, but I think most other games do.
It just adds to player frustration with no benefit to 99% of the player base who wouldn’t do anything with that information anyway
The other 1% would do a trace route anyway
Though I do appreciate knowing which server to join
Because modern audiences don’t ask for it.
It used to be the first thing you checked on 56k.
Hold tab for the score and stats, see if your pingtime was under 350, and crack on.
There was a certain art to playing as an HPB, especially when ISDN or leased lines were the domain of the rich and famous… and students.
These days, it seems that anything over 30 is… suboptimal, and only single digit pingtimes are good enough for competitive non-LAN play.
That said, before multiplayer was centralised, you checked the server pingtime before joining the server. Private servers seem to be a dying breed now.
That said, before multiplayer was centralised, you checked the server pingtime before joining the server.
Scrolling through servers on CS:Source trying to find one that wasn’t pinging harder than my anxiety… Those were the days.
There’s still a way to do it but it’s convoluted compared to if they’d just add a damn resource monitor into the game itself.
If you still care about figuring out your ping: this comment on reddit from a year ago tells you how to find your games server IP, from there you can just fire up command prompt and hit with
ping -n 100 <IP/Adress>
This should return your ping and packet loss with the server.deleted by creator
I guess most users (and by extension, UX designers) are maroons
Di you know that on windows, the resource monitor will show latency for all tcp connections?
TCP isn’t used for low latency games
Well - as udp is is stateless theres really no way to measure outside of special handling in the server code.
This drives me nuts in The Finals as well. I also really want to know what my opponents’ pings are, because sometimes it feels like they’re exploiting the unlagged netcode with high ping. Edit: And don’t give me a little 3 bar signal strength graph - I need numbers.
FYI also in case you didn’t know, the sniper rifle for light in The Finals is hitscan up to 40m away, then after that it has travel + bullet drop. This was introduced in a patch about 6 months ago. (I don’t think the Pike for medium is hitscan at any range… someone correct me though)
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