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Old 06-19-2010, 02:36 AM
Demisis_P2P Demisis_P2P is offline
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Originally Posted by cbk1994 View Post
Graal works as such that players on worse connections almost have an advantage as opposed to other online games where those players have a disadvantage. This is the reason that the latency limit exists.
So because some people have a disadvantage in some other games you're going to completely change the game mechanics so that they have a disadvantage in this game too? Perfect logic.

Serverside hit detection won't make things fair, it'll just change who has the advantage. Somebody is always going to have a latency advantage, so why not just let it be the laggers for once?

@ Slash, Geo & Raven
Chris can probably script better serverside hit detection than Jenn did.
And he's only talking about serverside in events/spars. So not for everyday PKing (probably only because serverside projectiles are still terrible at travelling between levels).
But Geo does have a point that under serverside the projectile will NEVER be exactly where you see it on your screen and dodging will count a lot less.

Could you achieve the same effect by using a serverside movement system instead of serverside projectiles? At least that way projectiles would maintain their honest positions and be kind of dodge-able if you know your own movement latency.
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Old 06-19-2010, 03:06 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Demisis_P2P View Post
So because some people have a disadvantage in some other games you're going to completely change the game mechanics so that they have a disadvantage in this game too? Perfect logic.
Look, I understand this affects you, but you're not making any sense in your logic. Someone is always going to be at a disadvantage with lag, as you've stated, so why should it be the person with low latency?

It seems to me to be better to be at a disadvantage than to be completely unable to play. It might be possible also to use serverside projectiles only for players with high latency.
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