Thread 715548051 - /v/ [Archived: 380 hours ago]

Anonymous
7/15/2025, 8:05:50 PM No.715548051
msedge_1D7C5VsyMy
msedge_1D7C5VsyMy
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Bad game design mechanics list:

#1- Peeker's advantage
Replies: >>715548108 >>715548352 >>715549679 >>715551998
Anonymous
7/15/2025, 8:06:46 PM No.715548108
>>715548051 (OP)
that's not game design that's just optics retard
Anonymous
7/15/2025, 8:07:09 PM No.715548134
how would you fix peeking in cs you retard?
Anonymous
7/15/2025, 8:07:24 PM No.715548154
No that's just a skill and latency issue.
Anonymous
7/15/2025, 8:09:52 PM No.715548352
>>715548051 (OP)
You fucked up this thread from the outset dude. Peekers advantage is a ping thing, and furthermore shouldnt the advantage be in the hands of the person actively peeking, rather than the person standing still holding an angle? Or else youd just get camping in every game ever made?
Anonymous
7/15/2025, 8:16:40 PM No.715548881
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Unreal Engine
Anonymous
7/15/2025, 8:26:32 PM No.715549679
>>715548051 (OP)
peekers advantage in cs has been debunked. It only seems like it's there because the client gives instant prediction feedback. Someone did a video demonstrating this with high ping awp vs low ping awp, with 1 peeking and the other holding angle. They tested both sides of this (high ping peeker and high ping holding) and compared times from both sides manually to determine who actually shot first, and outside of some extreme lag spike edge cases, the server gets it right. But because the client gives instant feedback, it feels unfair when you clearly heard your own shot first yet you're the one who died.
Anonymous
7/15/2025, 8:54:52 PM No.715551998
>>715548051 (OP)

peekers advantage is a double edged sword because high ping/latency slows your reaction time to incoming fire which if you're a bad player you think doesn't matter but the good players understand that it does