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Zenimax Online Studios | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 04/04/14)  | Pub:Bethesda Softworks
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Elder Scrolls Online Forum » General Discussion » Can't find any info...

9 posts found
  Teala

Spotlight Poster

Joined: 6/16/04
Posts: 7440

"Really officer, they're herbs."

 
OP  10/23/13 2:56:52 PM#1
So does anyone know if ESO hit detection is client side or server side?   I ask this, because if they go with a client side hit detection system I fear that aimbots will be a plague in this game.   

  skeaser

Advanced Member

Joined: 6/13/07
Posts: 3710

Don't die mad, just die.

10/23/13 3:05:38 PM#2

What we can tell you right now is that the targeting system is very similar to what you experienced when you visited us for the preview event. Like in Skyrim, your attacks go where your reticle is aimed. So, while we don’t have traditional tab-targeting, we do have a system where if enemies are close together, you can tab to select the one you wish to hit. Think of this more as an aid to aiming, and this can be especially effective for ranged combat.

All targeting is ultimately based on where your reticle is aimed–when you have your reticle aimed at a monster (or group of monsters) you can lock onto a target and even cycle through a group to select the one you want to attack. In the case of monsters that are closely stacked on each other, the one you have ‘selected’ is the one your attacks will hit. If your reticle is clearly on one target but your target-aid is on another target, you will still hit the target your reticle is on. Also, you must be facing your target to hit them.

There’s a bit more to the targeting and aiming system than that (and we’ll go into more detail in the Ask Us Anything and upcoming combat-centric community content), but hopefully that gives you a general idea. As with anything in development, just keep in mind that this is subject to change.

http://tamrielfoundry.com/2012/12/targeting-in-eso/comment-page-5/


A casual stroll through the lunatic asylum shows that faith does not prove anything.
-Friedrich Nietzsche

  Teala

Spotlight Poster

Joined: 6/16/04
Posts: 7440

"Really officer, they're herbs."

 
OP  10/23/13 3:10:07 PM#3
Originally posted by skeaser

What we can tell you right now is that the targeting system is very similar to what you experienced when you visited us for the preview event. Like in Skyrim, your attacks go where your reticle is aimed. So, while we don’t have traditional tab-targeting, we do have a system where if enemies are close together, you can tab to select the one you wish to hit. Think of this more as an aid to aiming, and this can be especially effective for ranged combat.

All targeting is ultimately based on where your reticle is aimed–when you have your reticle aimed at a monster (or group of monsters) you can lock onto a target and even cycle through a group to select the one you want to attack. In the case of monsters that are closely stacked on each other, the one you have ‘selected’ is the one your attacks will hit. If your reticle is clearly on one target but your target-aid is on another target, you will still hit the target your reticle is on. Also, you must be facing your target to hit them.

There’s a bit more to the targeting and aiming system than that (and we’ll go into more detail in the Ask Us Anything and upcoming combat-centric community content), but hopefully that gives you a general idea. As with anything in development, just keep in mind that this is subject to change.

http://tamrielfoundry.com/2012/12/targeting-in-eso/comment-page-5/

So in reality it is tab-targeting disguised as FPS targeting.

  deakon

Novice Member

Joined: 3/07/11
Posts: 588

10/23/13 3:21:47 PM#4
Originally posted by Teala
Originally posted by skeaser

What we can tell you right now is that the targeting system is very similar to what you experienced when you visited us for the preview event. Like in Skyrim, your attacks go where your reticle is aimed. So, while we don’t have traditional tab-targeting, we do have a system where if enemies are close together, you can tab to select the one you wish to hit. Think of this more as an aid to aiming, and this can be especially effective for ranged combat.

All targeting is ultimately based on where your reticle is aimed–when you have your reticle aimed at a monster (or group of monsters) you can lock onto a target and even cycle through a group to select the one you want to attack. In the case of monsters that are closely stacked on each other, the one you have ‘selected’ is the one your attacks will hit. If your reticle is clearly on one target but your target-aid is on another target, you will still hit the target your reticle is on. Also, you must be facing your target to hit them.

There’s a bit more to the targeting and aiming system than that (and we’ll go into more detail in the Ask Us Anything and upcoming combat-centric community content), but hopefully that gives you a general idea. As with anything in development, just keep in mind that this is subject to change.

http://tamrielfoundry.com/2012/12/targeting-in-eso/comment-page-5/

So in reality it is tab-targeting disguised as FPS targeting.

Not really no, because you have to aim at them in order to hit them regardless of whether you have them tab targeted or not

  Sovrath

Elite Member

Joined: 1/06/05
Posts: 17631

10/23/13 3:28:48 PM#5
Originally posted by deakon
 

Not really no, because you have to aim at them in order to hit them regardless of whether you have them tab targeted or not

pretty much this. You aim at them and they are outlined in a horrid (my opinion) red light and then you can hit them. I think you can turn this off however.

  tawess

Elite Member

Joined: 3/24/05
Posts: 2125

10/23/13 3:35:07 PM#6

But to answer the other question.

 

It looks like aim-bots and similar things will work just fine.

 

Hope they invest in a good anti-hack software.

Tomas Soapbox

This have been a good conversation

  ZombieKen

Apprentice Member

Joined: 3/30/10
Posts: 4410

Zombie - Dead but still moving.

10/23/13 3:42:32 PM#7
Originally posted by Teala
 

So in reality it is tab-targeting disguised as FPS targeting.

 

To my understanding, and I've coded similar, it's not tab-targeting but sticky targeting based on reticle position (on the client side) when the projectile is fired.

 

My guess would be that hit detection is:

Client character is attacker

Client reticle position determines defender (if any, if not shot is a miss)

On attack start client sends attack info to server

Defender's client has time to send projectile avoidance (block, dodge)

Server determines if defender has avoided in time

Server determines hit (yes/no) and damage (value)

Server updates attacker and defender locally and remotely

 

MSOTSG with PPE : Massively Single-player Online Task-driven Storyline Game with Purchasable Performance Enhancements *grin*

  skeaser

Advanced Member

Joined: 6/13/07
Posts: 3710

Don't die mad, just die.

10/23/13 6:26:52 PM#8
Originally posted by Teala
Originally posted by skeaser

What we can tell you right now is that the targeting system is very similar to what you experienced when you visited us for the preview event. Like in Skyrim, your attacks go where your reticle is aimed. So, while we don’t have traditional tab-targeting, we do have a system where if enemies are close together, you can tab to select the one you wish to hit. Think of this more as an aid to aiming, and this can be especially effective for ranged combat.

All targeting is ultimately based on where your reticle is aimed–when you have your reticle aimed at a monster (or group of monsters) you can lock onto a target and even cycle through a group to select the one you want to attack. In the case of monsters that are closely stacked on each other, the one you have ‘selected’ is the one your attacks will hit. If your reticle is clearly on one target but your target-aid is on another target, you will still hit the target your reticle is on. Also, you must be facing your target to hit them.

There’s a bit more to the targeting and aiming system than that (and we’ll go into more detail in the Ask Us Anything and upcoming combat-centric community content), but hopefully that gives you a general idea. As with anything in development, just keep in mind that this is subject to change.

http://tamrielfoundry.com/2012/12/targeting-in-eso/comment-page-5/

So in reality it is tab-targeting disguised as FPS targeting.

I see it more as aim-assist.


A casual stroll through the lunatic asylum shows that faith does not prove anything.
-Friedrich Nietzsche

  Lord.Bachus

Elite Member

Joined: 5/14/07
Posts: 8894

I believe in life before death... So dont forget to enjoy it while you still can.

10/24/13 1:02:06 AM#9
Originally posted by ZombieKen
Originally posted by Teala
 

So in reality it is tab-targeting disguised as FPS targeting.

 

To my understanding, and I've coded similar, it's not tab-targeting but sticky targeting based on reticle position (on the client side) when the projectile is fired.

 

My guess would be that hit detection is:

Client character is attacker

Client reticle position determines defender (if any, if not shot is a miss)

On attack start client sends attack info to server

Defender's client has time to send projectile avoidance (block, dodge)

Server determines if defender has avoided in time

Server determines hit (yes/no) and damage (value)

Server updates attacker and defender locally and remotely

 

Thats a guess...

 

If they do some of the server tasks client based like in older FPS games, then its just a matter of time before the cheets role out.   Its very important to know for sure, but i dont think Zennimax is willing to give any information about this.

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)