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you call that jumping?

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Is this delayed, pathetic bunny hop that never works going to be the actual jump function we get at release?

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it works always if you dont have your fists up  ;) 

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i thought the bunny hop looked pretty. like your skipping. probably not though.

Edited by Pandafish
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Is this delayed, pathetic bunny hop that never works going to be the actual jump function we get at release?

 

 

Do you have an alternative suggestion? How high do you think one can jump with multiple weapons and a full backpack on them?

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I think that function is enough. When they fix the issue that you can't always jump it's good for me.

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Jump about 480 metres before you actually want to jump.

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it works always if you dont have your fists

I dont use weapon ready. im glad they made meele weapons useless because now i dont even have a reason to use it either atleast before when i had an axe i could swing from anytime

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Do you have an alternative suggestion? How high do you think one can jump with multiple weapons and a full backpack on them?

even if what you said is valid which it is not since the jump is the same when a fresh spawn carring no extra weight but anyway the height is not my issue the delay is my issue

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dammed if yo do, dammed if yo don't.

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the delay is my issue

 

 

The delay is due to desync and performanceissues serverside. Expect that to change soon.

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it works always if you dont have your fists up  ;) 

 

It does not. Problem here is when you press the key client asks permission to server to jump, server answers, client processes answer and only then jumps. With the minimal desync and server CPU instant response you still get a delay 2 times your ping.

 

In any other fps out there in the world jumping is done client side, server only follows track. Thats why when you lose connection to the server (Think of "Warning connection problem" on CS) you can still move/jump.

 

However, try to jump on Day Z when you have red chain. You cant, and thats the proof of what Im saying. They have to make jump client side same as WASD movement is, or crouching, or prone, or aiming down sights or whatever. Except jumping and inventory management everything is client side, so why not those too?

 

P.S: I recall devs said client optimization would be done last in development road so I hope those things are what "client optimization" means.

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Is this delayed, pathetic bunny hop that never works going to be the actual jump function we get at release?

sorry, but i dont want f*cking bunny hopping bullet-dodging freaks everywhere

 

it's bad enough with the desync the DayZ engine brings

 

i wouldnt be against some climbing abilities though, at places like the broken stairs in the apt. buildings or low roofs someone able to do a pull-up would be able to go to

 

edit: if they would make the jump we currently have client-side, it's okay, but please no bunny hoppers

Edited by Zombo

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..//..

In any other fps out there in the world jumping is done client side, server only follows track. Thats why when you lose connection to the server (Think of "Warning connection problem" on CS) you can still move/jump.

..//..

 

Yeah, and if jumping is client side you have all the half-bakes scripters in the world flying around 4 feet off the ground in "perma-jump", and a million players going nuts about 'hackers'

- apart from this problem, I agree it would be slicker

 

xx

Edited by pilgrim

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Yeah, and if jumping is client side you have all the half-bakes scripters in the world flying around 4 feet off the ground in "perma-jump", and a million players going nuts about 'hackers'

- apart from this problem, I agree it would be slicker

 

xx

 

Client side doesn't mean client overrides servers rules and does what he wants. Client still "asks" the server to jump, but anticipating server response, already jumps, saving you the delay. In case the server negates the jump, you go back to your previous position, this is what happens when you suffer from lag and start teleporting back over and over again. Cuz your client anticipates movement -so you move- but server negates permision for it -so you go back-.

 

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Client side doesn't mean client overrides servers rules and does what he wants. Client still "asks" the server to jump, but anticipating server response, already jumps, saving you the delay. In case the server negates the jump, you go back to your previous position, this is what happens when you suffer from lag and start teleporting back over and over again. Cuz your client anticipates movement -so you move- but server negates permision for it -so you go back-.

 

 

Fair point

(though when you suffer from lag you are not "going back", the server is putting you where you <really> are and not where you "think" you are - yes, as you say, server precedence)

but - seems a fair point

I would have to think more about the unexpected effects, for instance on combat situations, and how they might be misused - or just misunderstood by players. Jumping is being treated as an interaction, right? and not as movement ... ?

 

xx

Edited by pilgrim

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the jumping is fine, besides the delay, whats wrong with it?

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I hope you arent asking for WoW type jumping?

 

If i ever see fools bunny hopping around i reserve the right to KoS

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Fair point

(though when you suffer from lag you are not "going back", the server is putting you where you <really> are and not where you "think" you are - yes, as you say, server precedence)

but - seems a fair point

I would have to think more about the unexpected effects, for instance on combat situations, and how they might be misused - or just misunderstood by players. Jumping is being treated as an interaction, right? and not as movement ... ?

 

xx

well, if it would be done client side, you should see nothing different if looking at a jumping player, the problem would only be when you yourself jump and get reset, making you an easy target

 

i would be interested in what the update rate of the servers are currently, because of the whole "guy walks slightly around a corner but client whise never passed it" thing going on right now, seems like the update rate is once every 500 ms or less

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i thought the bunny hop looked pretty. like your skipping. probably not though.

Its like skipping through a field of angry flowers that want to eat your flesh! 83

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sorry, but i dont want f*cking bunny hopping bullet-dodging freaks everywhere

 

I agree.  Leave that shit to Counter Strike.

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..//..  the whole "guy walks slightly around a corner but client whise never passed it" thing ..//..

so

- you try to jump over the fence, but you CAN'T jump, and then you get shot (pisser)

or

- you jump over the fence, start to run, and then find out you got shot BEFORE you jumped over the fence (pisser)

 

so maybe its good to have the human input and the bunny hop animation a lot slower than the pingx2 + server process time

Edited by pilgrim

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It does not. Problem here is when you press the key client asks permission to server to jump, server answers, client processes answer and only then jumps. With the minimal desync and server CPU instant response you still get a delay 2 times your ping.

 

In any other fps out there in the world jumping is done client side, server only follows track. Thats why when you lose connection to the server (Think of "Warning connection problem" on CS) you can still move/jump.

 

However, try to jump on Day Z when you have red chain. You cant, and thats the proof of what Im saying. They have to make jump client side same as WASD movement is, or crouching, or prone, or aiming down sights or whatever. Except jumping and inventory management everything is client side, so why not those too?

 

P.S: I recall devs said client optimization would be done last in development road so I hope those things are what "client optimization" means.

i never focus myself on red chain untill you say that and now i checked and still no lags or delays when i want to jump only thing is what i must care of is that i dont have fists up (with or without guns)....

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sorry, but i dont want f*cking bunny hopping bullet-dodging freaks everywhere

Agreed. I definitely don't want DayZ combat to turn into a button-mashing jumpfest - a la Halo.

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Is this delayed, pathetic bunny hop that never works going to be the actual jump function we get at release?

Why the hell do you need to jump anyway, this isn't CounterStrike360bunnyhopnoscope.

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It does not. Problem here is when you press the key client asks permission to server to jump, server answers, client processes answer and only then jumps. With the minimal desync and server CPU instant response you still get a delay 2 times your ping.

 

In any other fps out there in the world jumping is done client side, server only follows track. Thats why when you lose connection to the server (Think of "Warning connection problem" on CS) you can still move/jump.

 

However, try to jump on Day Z when you have red chain. You cant, and thats the proof of what Im saying. They have to make jump client side same as WASD movement is, or crouching, or prone, or aiming down sights or whatever. Except jumping and inventory management everything is client side, so why not those too?

 

P.S: I recall devs said client optimization would be done last in development road so I hope those things are what "client optimization" means.

It's not how it work really, the server doesnt just "follow" the client just takes preemptive actions which may be invalidated by the server. Your client does the jump, yes but the server has the last word, if the server deny the jump, your client will snap you back to the position you should be at as the jump effectively did not happen. It's rare that client and server disagree on that sort of things tho, unless you're cheating.

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