Remix.run Logo
komali2 an hour ago

> If your game allows your sights to just teleport on people's heads and take that as the winning condition then that just sounds like bad design, there's no reason to allow infinitely fast movement and omitting strategy even from a shooter

This is interesting, because I feel like the fundamental gameplay of an fps is players exposing themselves to each other's field of view, and then trying to click the other's head first. Skill is a measure of map knowledge (so you can try to expose yourself to a possible field of view but not where the enemy is actually looking at that moment) and speed of clicking head.

How would you design FPSs to remove this "bad game design?"

DJBunnies 28 minutes ago | parent [-]

> How would you design FPSs to remove this "bad game design?"

I think we just need to accept that bots will always be better at reaction based KPIs & abusing "knowing" too much game state, we should just remove those conditions.

1) Move most of the application logic to the server, the client should be a fairly dumb terminal that knows how to render and accept inputs, and only receives the state that it needs. No more spying issues.

2) Just give everybody auto aim & immediate/auto controlled firing, etc. No more aim bot issues.

3) Improve the quality of gameplay around the types of interactions which bots are bad at. Decision making, strategy, communication, execution, adaptation.