@Jonathan_Blow I just finished watching one of your talks where you mentioned you hate that shooters like CSGO use client side hit authorization. However how would you solve this problem without the game turning into an inconsistent mess where you have to aim...
CS GO isn't client-side, it has server-side hit authorization but with time warp. In general, though, my attitude is that if your equipment is bad, only your game should suffer, not everyone else's. (e.g. just put everyone with high ping together, etc.)
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Yeah that’s true but in a large amount of cases it simply depends on the proximity to the server host and not the local equipment. Many games have east or west coast US servers for example, leaving players in central US having to deal with higher pings.
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2000 miles gets you 2/3 of the way across the USA, so anywhere is closer to one or the other coast than that (Alaska/Hawaii excepted). The speed of light is 186000 miles per second, so 2000 miles gives you an 11ms ping.
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In a perfect world under perfect conditions, yes. In reality for many reasons, it’s a lot higher than that. Try it out while traveling if you can find a good ethernet spot. In general though yes I agree that it’s very frustrating to allow players with 100ms+ count hits
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It's 2019, the internet is really fast. If many people are able to play with 9ms ping, why should we degrade all their games, and give them effectively 250ms pings, just to accommodate people with bad setups? It is the wrong solution.
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Also I would say that people with crappy internet generally also drop way more packets (especially if not playing on ethernet) and have a generally much more frustrating experience. I think a fair solution is a certain ms of ping before discounting any client info per shot
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