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t3Kev

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Joined: Jan 1970

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Jun 6, 2023, 11:58 AM
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Regarding intervals:
From my point of view, we should use the lowest/fastest intervals for both server and client. The game works very nicely with them. To my eyes, this is confirmed by the video recordings of everyone who recorded by now. It seems the slower/higher the intervals, the more „lag“-moments appear, although this is based on limited video evidence and "lag" still seems to be minimal with /pxiserver 2. To some people it seems that with /pxiserver 0 „hits happen too fast" and dodging bullets becomes more difficult. I’m not sure if this is true or not objectively, at least subjectively I can’t confirm this. To my eyes, the videos of everyone who recorded by now, show that hits and flying bullets look totally normal with the fastest intervals and look just the same as with slower intervals. (I also tested a certain hit-scenario in a standardised way with /pxiserver 0 and /pxiserver 5. Both looked the same to my eye.)
Bcs of the delay, different clients sometimes see players and bullets at slightly different locations on their screens sometimes. Does using the fastest intervals contribute to clients seeing the same on their screens, bcs info gets updated faster? If yes, then it would be another advantage of using the fastest intervals.

(EDIT: I’m replying to some of the notes which violet posted here recently:
- Yes we played rounds with /pxiclient >0, up to 70ms, which were found by at least one of the players to be more laggy than lower client-intervals
- We also tried out different /pxiserver numbers up to 70ms.
- Regarding high ping: Other than Empive, i have played one round with like 350ms using vpn connecting me to USA. Apart from a few airs, it seemed just fine. we used /pxiserver 0 and /pxiclient 0 in that round.

Regarding bulletreporters:
Lagbouncing is a real problem in multiplayer jj2. Sometimes players lagbounce alot in a round, unintentionally cheating death as if they have extra health. This ofc leads to lots of frustration on the opponent’s side. The use of /bulletvictim seemed to solve the problem of lagbouncing and oneself going through ammo on one’s own screen completely. Thus, the COMBINED use of /bulletvictim AND /bulletserver improved the gameplay BIG TIME by fixing these problems. Furthermore, the videos of everyone who recorded so far show that this fix comes with no visible downsides compared to playing with hits being only serverside (except for plenty of bugs. more on that later). A few recorded rounds seemed to be free of ANY kind of relevant „lag“, such as airs, people-going-through-bullets or lagbouncing. That’s how JJ2 should be optimally.

However, currently /bulletvictim comes with many bugs in most rounds. Even if it was possible to fix the relevant bugs, I‘m told it’s uncertain to what extend it can be abused to cheat, if getting hit is made partially client-side. Myb there are two scenarios to consider:

A)
IF a cheater can only use it to prevent getting hit in the few times when the server doesn’t notice it, then it wouldn’t be much of a problem. At least for the overall gameplay it would still be the lesser evil compared to what we have now, where probably most (not just one of them) players lagbounce multiple times every or nearly every round. Why is it the lesser evil? Because LAGBOUNCING is exactly this same kind of "cheating"! It's cheating death/"getting hit" as if u have extra health. The only difference is that it's unintentional and we can't control it ourselves.

It makes no sense to reject /bulletvictim from the start just bcs someone could theoretically use it to intentionally cheat "getting hit" a few times, because RIGHT NOW people ALREADY DO cheat "getting hit" multiple times a round by LAGBOUNCING unintentionallyt! /bulletvictim can end that "unintentional cheating". So we can choose between...
A) people cheating "getting hit" unintentionally FOR SURE...
and B) someone PERHAPS cheating "getting hit" intentionally in the future. But we don't know if this will ever come true.
The unintentional cheating is already reality. The intentional one is not and perhaps might never even come true.

Furthermore, if all players would lagbounce equally as often in a round, one could at least say the unintentional cheating is somewhat fair. But they don't. Players can lagbounce more often than their opponent in a round, thus giving them an unfair advantage - just how it would be if someone would abuse /bulletvictim to cheat "getting hit". Again, the only difference between the two scenarios is "unintentional" vs "intentional".

B)
But it would be more problematic, if it could be abused to cheat in more extreme/impactful ways than only hit prevention when the server doesn’t notice the hit. However even if it turns out to be true and we’d be steering into a bad future cheatingwise, couldn’t we simply end it again by reverting back to ONLY server-side hits like we have now? If yes, then myb it could still be worth a try to fix the bugs of /bulletvictim and make it more playable. Because lagbouncing is a real existing problem in the present. Whereas cheating from /bulletvictim is just a theoretical future possibility. Perhaps we’d get lucky and nobody would ever care to go through the effort of finding a way to cheat with it that would be worse than the current unintentional death-cheating multiple times a round via lagbouncing, and we could simply enjoy lagbounce-free JJ2. After all, the active online community is very small and I don’t think we will ever get like 20 new dedicated players again, where many future-cheaters could be among them.

Based on the points i’ve made just now, i think it’s unlikely (but possible) that we’d steer into a bad future cheating-wise with /bulletvictim. Eventho this risk exists, i think it’s probability is too low to cancle further development of /bulletvictim right away, bcs the possible benefits of /bulletvictim might be far greater, perhaps. Imo the chance of gameplay benefit is bigger than the risk for the gameplay, here.




Ideally it would be better if lagbouncing could be fixed in a good way without the cheatable /bulletvictim setting. But until there is a better method to fix lagbouncing, it seems we can't choose between a good option and a bad option, but only between two bad options. and /bulletvictim might be the lesser evil choose from (thus being the right way to go), bcs now players also "cheat" deaths/hits multiple times a round by lagbouncing. I don't see why the same kind of cheating death/hits multiple times a round is much less bad when it's unintentional, compared to intentional.

But again, all this assumes the bugs can be fixed in the first place, which requires further coding and lots of retesting and analysing. And from what i see, this won’t happen so fast for now.
I want to highlight again that when i talk about using /bulletvictim i always mean using it in combination with /bulletserver, so that "getting hit" is never fully client-side but only partially.

I conclude that currently with all these bugs, bulletreporters should definitely not be included in the next official JJ2+ release.

Here are the video recordings of SJ:
https://www.youtube.com/watch?v=qvHMEUwdM3g
https://www.youtube.com/watch?v=Pxv6B5qBb7s
https://www.youtube.com/watch?v=ACrk3wEN4E4
Here are the video recorings of MS:
https://www.youtube.com/watch?v=BaJk7v61RpA
https://www.youtube.com/watch?v=1mn4kwgMXeA
https://www.youtube.com/watch?v=CEQ1YYof4DA
https://www.youtube.com/watch?v=k7MiAL18Nok
https://www.youtube.com/watch?v=SJO5bIRTxOA
https://www.youtube.com/watch?v=ZqB6QxwW3wo
https://www.youtube.com/watch?v=H984KxKMiEI
https://www.youtube.com/watch?v=9yV4_8t5mSw
Here are a few of my own recordings:
https://www.youtube.com/watch?v=tGj5d9Lv0oU
https://www.youtube.com/watch?v=Wk6-ENuy5wQ
And here u will find the majority of my own recordings, which are ALOT more: https://www.youtube.com/@jazzjackrab...ayer832/videos

For now, i’d be glad if we get to see a new official JJ2+ in the near future, which has the interval issue included. Currently there are three different JJ2 versions running in the dedicated online servers. I hope this new offical JJ2+ version can end the split so we all go back to playing only 1 jj2 version.

I’d like to report a strange moment which was caught on camera during the testing, in case it is found to be a bug:
https://imgur.com/7pxBu30
In the scene MS gets hit and then hits Equinox with toaster around the time when MS starts to blink.
One person had following thoughts on this scene: „What seems to happen is possibly MS holding the fire button at all times resulting in an immediate creation of an ‘instance’ of toaster that COINCIDED the very moment of blinking start-off. That subsequently was treated by mutualinjury as a bullet fired pre-blinking so it had the ability to hurt briefly. I also believe desync due to ping had a role in this. at any rate, it’s one of those extremely rare cases that, to my mind, shouldn’t be given a great deal of thought.“

Last edited by t3Kev; Jun 7, 2023 at 08:58 AM.