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Lack of UDP support in the new Graal Client
Remade as a thread instead of a post as per Stefan's suggestion.
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I don't think removing this feature is going to sit well with players. |
Instead of removing UDP altogether, how about working to improve the coding? UDP works fine with all my other applications, so it has to be the coding.
Latency when using TCP is very annoying, and adjusting yourself to time the delay when sparring is absolutely annoying. It's a bunch of mind games, and the best way around it was using UDP. I also liked the microphone function, but I guess that's gone now too. |
holy **** that is ridiculous. why would you remove support for something so crucial to the smoothness of gameplay? if anything, you should add more support for UDP instead of getting rid of it
seriously stop ruining what little we have left |
stupid choice but stefan doesnt play graal so whatever
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I happen to find UDP to be very beneficial when playing Graal with other players who use it. It cuts down the latency and sword delay between players. Especially since UN seems to lag a lot more since Maloria has been put back up on the Classic server list.
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I fully understand how the removal of UDP would ease the streamlining of the client, I even see a scripting benefit it would provide such as with more accurately appearing damage involving triggers, where the use of UDP might make it appear inaccurate.
The problem I see in removing it is that there is alot of players that highly favour the use of it when sparring, PKing or playing events with the basic sword combat etc. I have experienced seemingly real time spars when myself and a geographically nearby opponent have both used UDP, it's even improved the quality of sparring when facing somebody a long distance away that would usually have very unpredictable lag. When you consider that it is community based content such as spars and events that keeps the majority of players occupied (and this is coming from somebody who highly stresses the importance of solid content), a change like this could possibly do more damage than good. |
It seems stupid to me that I would have to open a port for a game that I'm not hosting.
Hopefully streamlining the client means improving the networking code as well, and other improvements to return the "smooth" feel that apparently UDP (I don't use it) gives. |
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just when you think this game cant get worse..
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It would be cool if Stefan had regional nodes for this kind of setup instead of forcing everyone to connect to each other. |
The only way UDP can not "work for most people anymore" is if it is badly coded. This is ridiculous.
Not using UDP for things like player movement is terrible and simply asking for trouble. Quote:
Player movement is something that needs to happen using UDP. Also, there are awesome libraries like RakNet that provide reliable and optionally ordered UDP. |
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When it comes to triggering to the server and handling damage from there UDP can often cause confusion, as the coordinate you may see a player on your own client may vary highly from the coordinate you'd receive from the server, which is ofcourse handling the damage. |
The way Graal was using UDP was fast but doesn't work for most people: people behind NATs, also on iPhone, Android, Flash/Facebook. It's also possible to use UDP for exchanging data between server and client, we can try that in the future. This kind of data exchange was previously used in Graal3D.
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The addition to Maloria on the classic list has already made UN laggy and I see a dramatic decrease in sparring because of it. Removing the UDP function of Graal will Cripple sparring,Pking, maybe even some events. I wouldn't advise it. |
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