They put trades in the game. Originally people complained that there shots didn't register before they'd died. So they added a 800 milia second buffer to the game so your shot would count. But really you were already dead and you didn't know it. Me personally don't mind trades. But you got to pick your poison unregistered shots or trades.
@@DoctorDustpan I'd rather have unregistered shots. I'm used to the old fashioned multiplayer latency. Trading feels more like participation trophies than anything. "You clicked late but it's ok, here is your kill anyway."
@@DoctorDustpan average reaction time 300 ms 800 ms is stupid af im sorry if the server says ur dead you shouldnt be able to shoot ur dead hilariously this is considered a feature old hunt was much better no self res no dumbass beetles and trades were actually rare which made them cool when they happened now every fuckng game theres atleast one trade. old hunt was miles better then this garbage this is just a sad attempt by crytek trying to pander to a modern crowd of casuals and streamers that wont actually buy skins and blood bonds like i have.
So sick of people whining about trades. Every alternative is worse. Ping capping prevents people from playing with their friends or in populated servers and creating unregistered shots would cause vastly more frustration. Grow up and stop complaining about a good mechanic
trading is an essential part of the game. without trading it would be unrealistic. people whining about it are like a kid crying because he can't only eat candy bars.
The way trading currently works is extremely unrealistic. Before the changes the shots would be invalidated if you shot after the server sees you being dead, not before but now the server can see that you're dead but the client can overwrite what the server thinks to say they traded. Before the update it never invalidated shots that were made before death only after, now shots aren't invalidated even after dying but not yet reflected on the client side. Their balancing now shows more favor to people with higher latency which is something that should never be happening.
@@thenightrider-x The previous system was more realistic compared to the current one. The shots that used to be invalidated were after the server calculated the person was dead and then shot, not shots that were shot before death and then dying. The current system favors people with higher ping and clients can now overwrite what the server already knows and that's what forces trades. Now if you have a ping of 100ms but the other player has a ping of 400ms, there's still a massive window for that player to die and still kill you after already being dead. The highest the trade window can go as high as 800ms. I do understand the old system could be frustrating for people seeing that you shot someone but did no damage but the server should always be the authority and if you're dead but just don't realize it because of latency, both players shouldn't be punished because one person has worse internet.
@@IRYSSRA the goal should be to mirror reality. how that happens could be the use of rollback. nothing can be done about people living in remote areas with a higher ping or with a worse isp. what's punishing is living in one of those areas. it's not the game or servers that are the problem.
Wish you'd swear less, but very funny!
Sad reality. There is no hope for us to get this trading problem fixed i think. Devs could fix that a long time ago at this point
How do you suggest they fix trading then?
They put trades in the game. Originally people complained that there shots didn't register before they'd died. So they added a 800 milia second buffer to the game so your shot would count. But really you were already dead and you didn't know it. Me personally don't mind trades. But you got to pick your poison unregistered shots or trades.
@@DoctorDustpan I'd rather have unregistered shots. I'm used to the old fashioned multiplayer latency. Trading feels more like participation trophies than anything. "You clicked late but it's ok, here is your kill anyway."
@@DoctorDustpan average reaction time 300 ms 800 ms is stupid af im sorry if the server says ur dead you shouldnt be able to shoot ur dead hilariously this is considered a feature old hunt was much better no self res no dumbass beetles and trades were actually rare which made them cool when they happened now every fuckng game theres atleast one trade. old hunt was miles better then this garbage this is just a sad attempt by crytek trying to pander to a modern crowd of casuals and streamers that wont actually buy skins and blood bonds like i have.
@@TehShadowDeath I get that. To be fair the most times I get trades is when I malee someone.
So sick of people whining about trades. Every alternative is worse. Ping capping prevents people from playing with their friends or in populated servers and creating unregistered shots would cause vastly more frustration. Grow up and stop complaining about a good mechanic
Id rather lose every single fight than trade. Id rather lose like a man then tie like a bitch.
I see that atleast 2 people playing with high ping advantage in the comments :) I guess they dont understand the issue.. do some research you trash
trading is an essential part of the game. without trading it would be unrealistic. people whining about it are like a kid crying because he can't only eat candy bars.
I see that atleast 2 people playing with high ping advantage in the comments :) I guess they dont understand the issue.. do some research you trash
The way trading currently works is extremely unrealistic. Before the changes the shots would be invalidated if you shot after the server sees you being dead, not before but now the server can see that you're dead but the client can overwrite what the server thinks to say they traded. Before the update it never invalidated shots that were made before death only after, now shots aren't invalidated even after dying but not yet reflected on the client side. Their balancing now shows more favor to people with higher latency which is something that should never be happening.
@@IRYSSRA realism should be the goal.
@@thenightrider-x The previous system was more realistic compared to the current one. The shots that used to be invalidated were after the server calculated the person was dead and then shot, not shots that were shot before death and then dying. The current system favors people with higher ping and clients can now overwrite what the server already knows and that's what forces trades. Now if you have a ping of 100ms but the other player has a ping of 400ms, there's still a massive window for that player to die and still kill you after already being dead. The highest the trade window can go as high as 800ms. I do understand the old system could be frustrating for people seeing that you shot someone but did no damage but the server should always be the authority and if you're dead but just don't realize it because of latency, both players shouldn't be punished because one person has worse internet.
@@IRYSSRA the goal should be to mirror reality. how that happens could be the use of rollback. nothing can be done about people living in remote areas with a higher ping or with a worse isp. what's punishing is living in one of those areas. it's not the game or servers that are the problem.