What’s the best way to approach a battleground combat system?
Client to server
Server only
Im just looking for something thats smooth and secure of course but don’t understand what’s the best way to approach this type of combat system.
What’s the best way to approach a battleground combat system?
Client to server
Server only
Im just looking for something thats smooth and secure of course but don’t understand what’s the best way to approach this type of combat system.
Client-server hitboxes aren’t just better, they’re necessary. Hitboxes will be off by a small but very noticable margin with server-sided hitboxes, where client-sided hitboxes are exactly where they are on the client’s screen. Even a stationary attack like a bomb will suffer from delays when done on the server.
But delays over exploiting? Easy exploits can be installed and used to make for ex: the hitbox bigger, raycast’s range inf, yielding, etc.
I mean its highly debatable. Maybe have extra layer of security when handling the hitbox…
You must believe me when I say server-sided hitboxes feel awful.
Let’s say we have an attack that can be preformed while the player is dashing at a high speed of say, 40 studs per second. That’s roughly 2.5x the default walk speed. With a latency of 100 ms, or 0.1s, the hitbox will be off by a whopping 4 whole studs. Instead of doing the attack when it lines up with th enemy, a player must do it 4 studs behind when it should happen.
Even at default walkspeed with 50 ms, there’s a massive 0.8 stud offset of where the attack was on your screen vs the server. Of course this has the upside of being 100% unexploitable, but it will not feel very fun to play the game.
Obviously you will still want to have sanity checks so exploiters can’t hit everyone everywhere all at once.
I mean actually you have a point. Maybe good players NOT exploiting should be prioritized and I think there could be better checks on the server.
Thanks for making me realize this! ![]()
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.