Ostepop,
Maybe some of this would be better suited in your "Sorry for being an asshole" topic, but I'll just go and point out that I find it hugely annoying that you prefer to nitpick at my arguments, rather than responding to the entire post and to the underlying argument - which is the sum of all issues I'm having that's resulting in the disappointment of the MP experience. No one is saying other games are flawless - but other games do present an online experience with fewer flaws or at least flaws that don't result in the constant reinviting of friends because the connection was lost.
Ostepop said:
People say this crap every time i raise this isse. You know that hitting other things will loose cloak? Of course i know! You know that im not blind right? I can see how the classes look and i can see where my crosshair points when i fire.
I can see my cloak loosing, and i can see a significant delay until the guy dies or i see the kill message. Im not ****ing stupid.
Well, I can't be sure, can I, since I don't exactly follow your games. I do know however that my observations differ greatly from yours, obviously. And it's not as if I've only played the game briefly either - in fact, I regard myself as someone well experienced with KZ2. You asked a question, I gave you an answer and a possible explanation. Maybe you should just go and play the game more as you were unlucky and got the bad side of extreme experiences? Regardless what your view is on that, it seems the general concious is that KZ2 MP has been rather good and flawless for most, most of the time, besides the obvious smaller issues you get with a P2P type network.
The reasons I named you losing cloak is because it's something that isn't obvious, especially when firing at targets hiding behind objects such as turrets. Especially over a far distance when despite the 5x scope, you still don't see what exactly you're firing at, especially if the target is cloaked as well. If it's not that, then maybe you have been indeed unlucky to be playing against people with lag. Being well versed with P2P network code, I'm sure you can figure out the reasons why this happens. On the whole though, lag is within tolerable amounts and doesn't hinder gameplay as much as it does in MW2, which is the more relevant point I was making.
For the record, I have had games where my kill would register up to 3 seconds late in KZ2 and at this point, I was killed by my already "dead" target. Lag isn't impossible, in any game. But fortunately, these problems have been rather rare which make me conclude that the netcode is indeed slimmer, amounting to less problems overall. This is a far cry away from having lag or connection problems in just about every 2nd or 3rd game in MW2. And it's not as if I've only been playing local/regional games in KZ2 either - it's been pretty flawless with anyone from the EU so far. Even when playing against or with B3d members all over Europe. I cringe at the thought of opening a party with members spread over the EU in MW2 - it's that bad! Just ask rendevous about our attempts last night and that was with a party consisting of 2 players. Both games apparently are P2P (KZ2/MW2), so why does one work much better than the other? <-- It's a legimate question IMO. If it's not down to netcode, what is it then?
Ostepop said:
Hiding the issue just makes it more pleasant for people that suck, because they can get kills that they otherwise would not get.
Not quite, no. As I said, in MW2, I die more times than I can count because my POV is lagging behind someone elses slightly and am dead before I even see him raising his gun at me. If this game was hosted on a server, the scenario would be that both players would see each other at the same time, thus the kill would belong to the player with the better accuracy. Right now, I'm practically dead before already seeing him, never having even the chance of victory. Anyway, this is just a point out of many - adding to the annoyance of the overall bad MP experience. I could live with this, if it was the only issue.
Ostepop said:
Your just percieving it as less of an issue, because your not dying instantly. In reality its the same. CoD is just more brutal because you have less health and thus you die quicker, so its easier to spot the difference.
That's what I said, wasn't it? What amounts to dead or alive in MW2 is a fraction of your health bar in KZ2, with still lots of time to evade and kill someone with better accuracy. As a result, one gameplay works better than the other, all else being equal.
Ostepop said:
Tbh. Stop looking at the killcams.They will allways show discrepancies. Kz2 would be just as annoying if you had killcams. All games that are P2P will have this. Serverside will not.
This is why most competitive players really hate console FPS gaming, as with serverside lag you can lead your shots given what you see on your screen and account for it. With P2P you have different lag to everybody and the attempts to hide the lag works out to just allowing everybody to get kills when they hit stuff on their screen, regardless of where people are in reality.
I don't always watch killcams - nor do I need to to know what's going on. The classic coming around the corner and being dead before seeing that there's someone there firing at me is something that happens quite often and hasn't got much to do with skill, just with one being more fortunate to be by a few ms in the future. I try to ignore this aspect, as I know that sometimes, I'm the beneficiary and hope that it equals out on the whole picture.
Anyway, as I said, and you can argue against every single point again and again - but on the whole and considering the sum of the entire MP experience, MW2 is a disappointment currently. When there are 20000 users online (in a given mode), I expect that the game can handle putting us in groups that will have a more or less good experience for all of us. Since there are so many issues currently, I either question the games ability to do proper match making or the netcode itself.
IMO - the game would leaps and bounds better, if parties wouldn't break up. At least then, if you're stuck in a game with bad connection speeds, you leave and look for a new one, but don't have to worry about re-inviting a party of 4 friends.
Then, it would be nice if some better match making would be in progress. If need to be, make the intervals between games longer as long as you end up with a group that can play flawless together. Then again, I remember CoD5 having less problems, so maybe the issue is server side and because there are too many people online or that the netcode got heavier. Regardless, as a customer, I should not have to give a damn about why and ifs. It should just work.