Kill trades sorta ruin the experience. Kill trades are fair in a game that is an arcade version of reality. But I would like a game in which a 7.62 round or two knocks you down…not 7. If I get 4 or 5 rounds of 7,62 into you and you reply with one that for reasons of “balance” is 7 times more powerful and we both die…I think that is garbage.
Which has to do with weapon balance not kill trades. A kill trade happens when one bullet that will kill you is already in flight when you kill it’s firer. Doesn’t matter how many other bullets got fired or who fired them. The bullet that would kill you doesn’t disappear. That is the only change.
That isn’t how it usually goes. Scenario for last time it happened to me:
I had just gotten into a firefight and have 52 health. I turn a corner and an enemy is 2m away with 100 health running directly toward me. I start shooting my weapon(Hellriegel) and it appears that three of my bullets hit him for 67 damage so he is down to 33 health. But he had made it to me during this time and used his melee(pickaxe) so it began the kill animation on me before I could fire the finishing bullet. However, the instant he melee’d I also pressed the melee button. After it finished the kill animation on me, we both drop dead and I get a kill counting towards my melee(trench mace). This all happens in a span of two seconds. There was no melee weapon out swinging on my part although I have no idea what the enemy saw. I checked the latency directly after I died and I was at 29 ping and he was at 89.
Latency differences don’t make melee trade kills wrong. Latency issues are latency issues. I don’t doubt that latency will effect trade kills like they effect non-trade kills.
Sounds ok to me. He puts a pickaxe into your chest as you conk him on the side of the head with a mace. Both dead.
I suspect that the actual problem with kill trades is that you don’t know if you would have died first or second. Everyone is supremely confident that their bullets were the first to kill and not the ones that would have disappeared. For some really good players I know that is probably the case, but for average players, I’m sure at least half of those trades would have a ended with them dead and their enemy moving on to kill someone else. If they had a popup that said “You died first” or labelled your kill as a “revenge kill” then maybe it wouldn’t be as much of an issue. Kind of like how they have a head shot indicator to let you know why you got one shotted in some of the other games in the series.
Personally, I was, and would still be more annoyed when my bullets disappear after death, even though I complain about trades when they happen.
Engineers themselves use the term blanketly when working on several components. BSD sockets, Packet handling, ack queueing/management, lag compensation (interpolation, extrapolation, rewind), hit reg (client-side, client detect → server auth, server-side…), simulation rate / tick rate, client sim vs server sim …
Exactly, and even lag compensation is a bucket of it’s own. If we need a word to describe the bigger whole, we make one.
Like, “gameplay engine”. I rarely ever see that term be thrown around, because “gameplay” generally suffices. However, with a game like Halo: Anniversary that keeps the original components related to gameplay intact (physics engine, player movement, gunplay), this word suddenly has a tremendous amount of value.
Oh woah, I didn’t expect that a game engine would have a math engine. That does make sense though… I wonder how it relates to the physics engine. One of these days I should read into it. I’m sure there’s gotta be plenty of good books about the theory of how they’re structured.