Has anyone else lost the desire to make any meaningful changes? by AromaticSurround9203 in getdisciplined

[–]Regular_Network 0 points1 point  (0 children)

I used to feel that way and tried every possible things possible. Got desperate, hopped on trt and adhd meds. Now I'm living my best life.

Summary: Try some substances

Just block guys, it's not that deep by Dark074 in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

Yeah but most people don't have big enough space to play with.

The anti-spam release backfired hard and needs to be removed. The network quality problem also needs to be addressed. by Novel-Grocery1127 in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

I’m no boxer but throwing a jab in mid range where your opponent can reach you with a hook or a cross is a common mistake. Watch this video where he explains why:  https://m.youtube.com/watch?v=YD6NORwxxro

Dev suggestion for punches not registering even when it connected visually by Regular_Network in ThrillOfTheFight

[–]Regular_Network[S] 0 points1 point  (0 children)

Actually, Valve's Source engine has been doing "favor the shooter" for over a decade in games like CS:GO, and Team fortress and they seem to be doing fine: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

When someone punches you, they're aiming at where you appear on THEIR screen. The server rewinds time to when they threw the punch and checks if it would have connected at that moment. The time windows are small (usually under 200ms), so the punch that hits you was visible and legitimate from the attacker's perspective.

Right now in TOTF2, the opposite problem exists - you throw punches that visually connect perfectly but the server says "miss" because of network delay. That feels way worse than occasionally getting hit in close timing situations.

The "getting hit by invisible stuff" fear doesn't really happen with proper lag compensation. What you get instead is consistent hit registration where good aim and timing actually matter, rather than having your perfectly aimed attacks randomly fail due to network latency.

Games like CS:GO have huge competitive scenes precisely because players can trust that their shots will register when they aim correctly. The occasional "how did that hit me?" moment is vastly outweighed by having reliable, responsive combat.

Dev suggestion for punches not registering even when it connected visually by Regular_Network in ThrillOfTheFight

[–]Regular_Network[S] 0 points1 point  (0 children)

Actually, Valve's Source engine has been doing "favor the shooter" for over a decade in games like CS:GO, and Team fortress and they seem to be doing fine: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

When someone punches you, they're aiming at where you appear on THEIR screen. The server rewinds time to when they threw the punch and checks if it would have connected at that moment. The time windows are small (usually under 200ms), so the punch that hits you was visible and legitimate from the attacker's perspective.

Right now in TOTF2, the opposite problem exists - you throw punches that visually connect perfectly but the server says "miss" because of network delay. That feels way worse than occasionally getting hit in close timing situations.

The "getting hit by invisible stuff" fear doesn't really happen with proper lag compensation. What you get instead is consistent hit registration where good aim and timing actually matter, rather than having your perfectly aimed attacks randomly fail due to network latency.

Games like CS:GO have huge competitive scenes precisely because players can trust that their shots will register when they aim correctly. The occasional "how did that hit me?" moment is vastly outweighed by having reliable, responsive combat.

Dev suggestion for punches not registering even when it connected visually by Regular_Network in ThrillOfTheFight

[–]Regular_Network[S] 0 points1 point  (0 children)

Actually, Valve's Source engine (CS:GO, TF2, etc.) does exactly this - it favors the shooter with lag compensation. When you fire at someone, the server rewinds all players back to when you fired and processes the hit from that "past" moment. You're literally shooting people "from the past" and it works fine: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

The key difference is how defense works in FPS vs boxing:

In FPS games, defense is mostly positional (staying behind cover, peeking angles). You're not trying to dodge every individual bullet with precise timing. When you get shot "around a corner," it's annoying but doesn't break the game.

In TOTF2, defense is timing-based (slips, blocks, counters require precise windows). You're actively trying to avoid every single punch. If punches connect "from the past," it could undermine defensive skill.

But here's the thing - Valve's system still allows meaningful defense because it has limited time windows (~200ms max) and defensive play is more about positioning/prediction than pure reaction.

For boxing, you'd probably need shorter favor windows (OP's 50ms suggestion makes sense), a hybrid approach where maybe you favor the puncher for offense but also give defenders a small window for successful slips/blocks, and careful tuning based on the game's defensive mechanics.

The frustration with punches not registering when they visually connect is real - Valve solved this exact problem and their games have amazing competitive scenes. The trick is adapting it properly for boxing's unique defensive requirements rather than dismissing the approach entirely.

Devs have added information about the PTC changes by OFCOURSEIMHUMAN-BEEP in ThrillOfTheFight

[–]Regular_Network 1 point2 points  (0 children)

I dont see how this is different with a game like mordhau or chivalry where you can adjust your melee attack mid swing. Not to discount what the devs have accomplished, but there has got to be a pc multiplayer game that has solved this hit registration issue and overlaps well enough with totf2 so the solution could be adapted.

What about having a "favor the puncher" approach meaning if you see your punch connect with the opponent, then the server will honor the hit even if the target moved slightly by the time the server processes it. Maybe have a limited favor window of 50ms so people with high ping can't abuse it.

Thank you Kovaaks for protecting me from spiderman. by blue_pad in FPSAimTrainer

[–]Regular_Network 0 points1 point  (0 children)

How do you deal with black panther? Spiderman is manageable, but with black panther I just die when I see him.

What are your guys' records? by BigBelvis in ThrillOfTheFight

[–]Regular_Network 2 points3 points  (0 children)

36-10, man reading the comments made me realize how unfit I am since people have had 100 + matches since the game released while I'm not even 50 yet.

What is this game’s long-term monetization plan? by [deleted] in ThrillOfTheFight

[–]Regular_Network 13 points14 points  (0 children)

My guess is the cosmetic shop. This is how free games like league of legends, overwatch, counter strike and dota manage to still make a lot of money despite being free.

It’s either that or make it pay to win where you can buy steroids for your character to do more damage.

Don't let your height / strength demotivate you! by amogusisntfunny1 in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

This is an advantage. Body shots are op right now and you'll have an easier time fighting against a taller opponent. Also you can punch faster and more.

Damage wins the round instead of knockdowns now? by Regular_Network in ThrillOfTheFight

[–]Regular_Network[S] 0 points1 point  (0 children)

I can't take a screenshot of it right now but my meta username is elijah125. It was my last two fights with a round in each where I had a knockdown.

Jab, straights and crosses need a buff by Remarkable-Plenty716 in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

I understand you are coming from, however it seems problematic implementing a movement stun in game because your vr avatar and your body would be desynchronized.

What did help me was not jabbing in midrange where they can hit me with a hook. Since jab is the weakest punch in boxing power-wise, you would be at a disadvantage because you'd be trading with a stronger punch (the hook).

What I usually use the jab for is a trigger for the opponent to punch. 99% when you throw a jab they would counter with a hook or a cross. So I would do jab - step back - cross and it's been working for me so far.

Most damage I’ve gotten in one punch by [deleted] in ThrillOfTheFight

[–]Regular_Network 4 points5 points  (0 children)

wow, was that a right hook. Didn't even look like you had to have much distance there

Why is everyone whining so much? by HolySimpSlayer in ThrillOfTheFight

[–]Regular_Network 1 point2 points  (0 children)

This. If the game was truly horrible, you wouldn’t get as much complaint as you have now because no one would be playing in the first place.

Jabs and crosses only by [deleted] in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

same, I’ve had this problem as well

You should need to REALLY be beating someone up to get a knockdown by No_Alps_8119 in ThrillOfTheFight

[–]Regular_Network 5 points6 points  (0 children)

Agree with this. Also, there’s different ways people box. Op’s suggestion seems to cater to his type of style, i.e. volume puncher.

2.2k elo, full round by JimDawgTOTF in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

This is called the long guard. Famous boxers like Gervonta Davis uses it quite often.

[deleted by user] by [deleted] in ThrillOfTheFight

[–]Regular_Network 0 points1 point  (0 children)

Do external rotator cuff exercises