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Explaining 3hk's
Recently, I have met several players, who do this at games:
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3hk = A player who sees his own health as 3 gets killed.Player B sends an ammo packet to the server, and the server sees that he hit Player A. The server sends the hit packet to all players. Player A doesn't receive the packet due to packet loss (network lag). Player A doesn't know that he got hit, and thus he sees his health 3. Player B sends more ammo packets. Server sees that Player A got hit again. The server sees that Player A's health is now 0, so it sends the kill packet to Player A. Player A sees that he goes straight from 3 health to 0 health, and dies. Quote:
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you're smart;)
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I thought this was going to be about why people feel so compelled to report them, especially in games with more than two players.
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You've still got no way of proving that they are or aren't lying though, so I really do not think this is an issue in the slightest. Fair enough if you're going to give the other player benefit of the doubt and be courteous, but in tournament games it just seems like an easy way to cheat.
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That's why most tournaments tend to add a rule that says 3hks count
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There is in fact a way to prove it, at least in some cases. If a player gets hit and blinks, but does not display the hurt animation and doesn't seem to be affected in movement by the bullets, then you can usually assume they have fake health and will get a 3hk.
Anyway, a solution for the problem of fake health and 3hks would be for BlurredD to add a new kind of packet, the health packet, which would be broadcasted every few seconds (in addition to the usual hurt/heal packets) and would update the local health bar of all players. Fake health would only occur until the player successfully receives the health packet. |
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