When intentionally making myself lag I can make my gameplay look a lot like many of the bad hit reg or "skill-based damage/hit reg" clips that have been shared lately.
In short, the blood effects are client sided, and the hit reg is bad – probably because of desync/bad servers.
This is just me delaying my outgoing packets though, it's not what's happening in most clips and I'm not saying I can show what is. However, I do think this is a good demonstration of what the game can look and behave like under bad networking conditions/with a disconnect between server and client. It seems obvious to me that many of the hit reg clips that have been shared recently are showing some form of desync and/or some issue related to lag compensation, probably because of bad servers. I'm no netcode expert though, and don't know enough to explain exactly what's happening.
I guess you could say that right now there is an issue that could result in "erroneous visual blood effects". However, there is obviously also just as much of an issue with the hit reg, and I hope they don't just hide the blood and say that they fixed it. If that's all they do, I think we will still see many strange clips though. It will be interesting to see what the fix brings.
I think there are at least two things going on with the blood:
• Purely client sided blood effects, that often don't match actual server authorized hits. The effects of this are much worse and more noticeable when there's lag/desync. The client sided blood is maybe not intentional, as there appears to be a first blood effect when your client thinks a bullet hit, and then a second blood effect when you get the hitmarker. From my testing MWIII does not have client sided blood effects, and I suspect that BO6 recently introduced this for whatever reason.
• "Hitboxes" for the client sided blood effects seem to not line up with the actual hitboxes, meaning that sometimes actual (near) misses will still show the client sided blood effects. There will be a few cases where shooting clothes and gear on the operators, outside of the hitbox, still gives blood splatter. Alternatively, the actual hitboxes are too small.
I guess that it's also possible that something else is broken regarding the hit reg or netcode too.
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#BlackOps6 #Warzone
We've identified an issue that could result in erroneous visual blood effects when damage was not actually dealt while shooting at enemies in all modes.
Details:
trello.com/c/4HsJNsBY