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  #1  
Old 06-19-2010, 04:42 AM
Frankie Frankie is offline
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people with low latency are in no way at a disadvantage against someone with high latency..
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Old 06-19-2010, 05:26 AM
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people with low latency are in no way at a disadvantage against someone with high latency..
Yeah, with laggers, you just have to know how to react according to their movements.... I never find laggers hard to PK/Spar, it actually does me a favor usually.
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Old 06-19-2010, 07:05 AM
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I really hope you change your mind, Vimes. Server-side PK is partly what ****ed up Jenn's Era (along with a lot of other things) and it completely rules out any skill in sparring/pking. With clientside PK, everything is fair. Despite that some characters lag more than others, you have to take into account that they're seeing everyone else in that level eating their bullets.

The argument I've always ****ing hated is that laggers eat bullets. I continue to try to get this point across: You're eating bullets on their screen, too. Try to predict where they're going to go, in stead of crying about how they're eating bullets on your screen. It's 100% fair. Clientside PK is the only fair way to do it, and if you change it to serverside, you're just going to **** up everything.

NOTE - I'm not in any way trying to bash your scripting abilities. I know you're a qualified scripter. My argument has nothing to do with your ability to script.
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Old 06-19-2010, 03:30 PM
cbk1994 cbk1994 is offline
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Originally Posted by FantasyX View Post
I really hope you change your mind, Vimes. Server-side PK is partly what ****ed up Jenn's Era (along with a lot of other things) and it completely rules out any skill in sparring/pking. With clientside PK, everything is fair. Despite that some characters lag more than others, you have to take into account that they're seeing everyone else in that level eating their bullets.

The argument I've always ****ing hated is that laggers eat bullets. I continue to try to get this point across: You're eating bullets on their screen, too. Try to predict where they're going to go, in stead of crying about how they're eating bullets on your screen. It's 100% fair. Clientside PK is the only fair way to do it, and if you change it to serverside, you're just going to **** up everything.

NOTE - I'm not in any way trying to bash your scripting abilities. I know you're a qualified scripter. My argument has nothing to do with your ability to script.
If it turns out to not work as well as it has in my tests on Era Dev then we'll abandon it. It's not like it's going to take weeks of work to do or undo.
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Old 06-19-2010, 03:58 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by cbk1994 View Post
If it turns out to not work as well as it has in my tests on Era Dev then we'll abandon it. It's not like it's going to take weeks of work to do or undo.
Yeah but the playercount is going to moan about it taking that long if you do have to.
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Old 06-19-2010, 04:06 PM
cbk1994 cbk1994 is offline
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Yeah but the playercount is going to moan about it taking that long if you do have to.
Well, as I've said, it works very well in our tests right now, and it's literally one line of code to disable it. Some part of the playerbase will undoubtedly not like it but I'm hoping most of them will like it once they actually see it.
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Old 06-19-2010, 08:32 PM
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Originally Posted by Frankie View Post
people with low latency are in no way at a disadvantage against someone with high latency..
*if you know about how latency affects the damage systems.

New players aren't going to know to shoot a few tiles in front of a lagger, or even to use melee weapons against them. And in order to explain it to them they would need a basic understanding of serverside/clientside.

Latency is a problem to the extent that, most low latency players are accustomed to shooting directly at most other players and having those players take damage properly.
Laggers are accustomed to shooting a few tiles in front of other players to allow for their own latency and having those players take damage properly.
Now when a lagger and low latency player fight against eachother, the low latency players is still going to be shooting directly at the lagger, and the lagger is still going to be shooting a few tiles in front of the low latency player. And in this scenario the lagger has a clear advantage because his shots will be placed correctly but the low latency players shots won't be, and chances are the low latency players won't even know that they need to adjust their shots to allow for the other player's lag.

If you know which players lag, and how much you need to shoot ahead of them, or you can quickly adjust after you land your first hit and place subsequent shots the right distance in front of laggers, then it's not such an issue.
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