Anonymous
8/25/2025, 10:05:30 AM
No.718989885
>>718988450
A big reason to why Quake was like that is because the designers were intelligent and made a game fit for its platform. It was designed from the ground up to work well for online deathmatch. Netcode has flaws that are literally impossible to ever iron out unless we invent 0 ping connections. These modern games turn into complete slop because you have to contend with shit like corner peeks, ADADAD spam freaking out the lag prediction algorithm and slide jump spam in CoD that makes the game stop functioning past 20 ping. And these games are being released on consoles that have absolutely FUCKED latency and packet issues.
I've played this game, Naraka Bladepoint which is extremely connection detergent. It allows crossplay between PC and console players, and when you face a Playstation player all notions of fair play or conventional strategy go out the window.
A big reason to why Quake was like that is because the designers were intelligent and made a game fit for its platform. It was designed from the ground up to work well for online deathmatch. Netcode has flaws that are literally impossible to ever iron out unless we invent 0 ping connections. These modern games turn into complete slop because you have to contend with shit like corner peeks, ADADAD spam freaking out the lag prediction algorithm and slide jump spam in CoD that makes the game stop functioning past 20 ping. And these games are being released on consoles that have absolutely FUCKED latency and packet issues.
I've played this game, Naraka Bladepoint which is extremely connection detergent. It allows crossplay between PC and console players, and when you face a Playstation player all notions of fair play or conventional strategy go out the window.