Why has no one brought up that all of these problems are due to the way the game is designed/coded (read that as: it could be fixed, if the time was invested)? I hear apologists defending the game and complainers complaining about internet connection, the damage assigned, and who goes down, but why is no one addressing the actual core problem? The model itself.
There is no perfect solution to the problem. Every solution has its pros and cons. We think this one is the best solution. It allows YOU to control your fate. It would be awesome if we could just get passed the speed of light and lower the hardware latencies to zero, but I do not see that happening.
No one is apologizing and we are very open about how and why it works the way it does.
If you think you have solved the time displacement issue, we would be happy to hear about it. I really mean that.
I get it. If my plane and another plane make contact on my screen, I get a "You have collided" and take damage. The other player gets a "AMAX has collided with you". If we made contact on his screen as well, he also gets a "You have collided" and takes damage and I get a "Skyrr has collided with you". If we didn't hit on his screen, he takes no damage and doesn't get a "You have collided", because his reality is that we never made contact.
Either way, he gets the kill message because he pulled the trigger on the merge
So, the issue is with the lag. My understanding is that lag is what it is and fixing it isn't a solution. Is there a solution where a different server/client responsibility keeps better track of where both players are and what they see?
I want to clear up a few things.
It is not about the "screen". It is about the game detecting some type of intersection with your plane. Using the term "screen" implies you actually see it. You may not see it.
The term "lag" is not correct, in this context. The correct term is "time displacement". The difference in the physical locations on each computer is strictly due to the difference in the aggregate time from one computer to the server to the other computer.
The solution is for every computer to be next to each other using as short a cable as possible, directly to the servers. Then it becomes easy.