Quote:
Originally Posted by BlackSolider
I've seen thor get reach hits from a tile or two away before. Hell I've been reached from behind on 1 hp by thor when I was about to break away for a score. I still can picture exactly this one time in ctf indoor2 where I made a miraculous escape from the base w/ 1 hp, only to have thor reach me as I started to make my journey back.
Now the "20 tiles away" part is just mystic exaggerating as usual. But make no mistake, thor+mighty and a few others had a reach that helped them from time to time.
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The idea of reach hits would stem from a person with a better connection to the server, seeing someone with a less optimal connection to the server, lagging behind. The difference would be the attacking players lag subtracting the laggier persons lag. With a difference of 100ms, which should be a little above the normal difference due to server distance.(my ping changed from 200ms to 250ms from the server move to Europe) We're probably talking about a .5-1 tile sync error maximum, which is more consistent with what Glad is saying. Not 5-20 tiles, unless you have a ping of around 2K to 3K, if that's the case, you have bigger problems than the HD. On the other side of things, this difference in lag to the server would allow laggier players to sort of 'reverse reach hit', where you could pre-slash an area where someone was going to be.
Isn't that how clientside HD works in reverse with respect to lag?
In summary, no matter any HD, as long as people lag at different rates, and thus being out of sync, the HD is going to be out of sync relative to what everyone sees. Until everyone can have the same lag and ping, people are going to experience different things being seen and being experienced amongst one another. There is always going to be a disadvantage/advantage and pre hitting vs reach hitting with respect to lag differences. All you're doing with HD switches is changing how that operates and swapping the (dis)advantages around, which will cause people to have to adjust, which no one really likes to do.
Quote:
Originally Posted by MysticX2X
Everyone would be fine with default HD imo. Better than Clientside and definately better than Serverside...
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I already said, default isn't going to happen.
All of classic's content for the past 4 years, has been built around the myriad of custom systems.
I'm not saying it was a good idea to switch, especially to the jumble of disorganization we call classic's systems. However, that's the reality of things. Switching back to default HD would cripple a vast majority of the 4 years of development, and leave us with a bunch of broken scripts in todays levels, you could convert the old 4 year old systems, but that would take even more time. Classic can't afford to continue rebuilding the same things over and over.
Quote:
Originally Posted by Rufus
CTF wasn't, but the majority of the gametypes were developed with how the serverside hit detection effected the gameplay on them.
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All of the gametypes, save for CTF small(this was the really old CTF that was in Graal Castle pre NPC server, was mostly unused, so I don't blame anyone for not remembering it), we're built after the NPC server transistion. All of the systems we're rebuilt by Ibonic after the NPC server transistion. CTF as it is today, is 95% built during serverside HD, and therefore naturally favors it.
You could redesign everything, including the systems, around clientside HD, but I'm definitely not going to spend that amount of time redoing the existing content.
Quote:
Originally Posted by maximus_asinus
New suggestion, RC to Player ratio must be 1:1 at minimum. Kevin logged on earlier and there was 7 idling RCs and Kevin was the only one on player.
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7 RCs and no clients? That sounds a bit exaggerated. Only people I know of to habitually idle on RC are WD and Ben Rain, everyone else usually is active on RC with a client logged in. The problem of RC to player ratio is that most of the people playing at any given time are RC wielding staff members. You could argue that's a bad thing if it isn't necessary, but you could also argue that the more dev power the better, since its mostly dev staff on RC at any given time.