Quote:
Originally Posted by Venom_Fish
Honestly, everyone supporting this system doesn't spar or even play graal; wtf.
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I would consider myself a sparrer, having amassed over 1000 wins and 300 defeats since we began recording stats. Although I do not spar much now, I occasionally get PMs of "Hey can you come to the arena and end this guys streak?". I also have a rating of approximately 2050/77 which consists largely of spars against the winners of spar events that I have hosted.
Quote:
Originally Posted by Venom_Fish
The Hit-Detection on Classic, for sparrers, sucks because you hit people from miles away
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This is the expected behaviour, used to happen a hell of a lot more in the past with default when connections weren't so good.
It does not matter whatsoever how far away your opponent is on your screen when you hit them, or how far away they are on your friends screen when you hit them, the only thing that matters is how far away they are on their own screen.
It's a possibility there is something causing a slightly higher delay compared to UN or iPhone, though it might be something completely external to our systems. Plus there is also the factor that a higher number of players on the server seem to be unaware of the benefits of UDP.
Quote:
Originally Posted by Venom_Fish
and receive hits at weird times.
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Weird times such as what?
Having seen the built-in code for the sword mechanism, and directly compared ours with default as shown in a video, I'm very certain the basic sword detection is how it should be, and such claims of "the hit box size is wrong" are false.
I even had one person complaining about the fact they were hit while blinking the second they attempted to slash their nearby opponent who was also slashing, which is actually a behaviour that is copied from default.
Quote:
Originally Posted by Venom_Fish
We don't code, we spar. We can't tell you what line you screwed up at, that's your job to find.
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I code, and I spar. Having re-scrutinised the code countless times, having tested spars and debugged the detection countless times, I am not aware of one thing that needs changing. Any change could just as easily make it less like default.
Quote:
Originally Posted by Venom_Fish
Still don't know who makes a completely different system, NOT TO BE BETTER, but just to mimic what already exists.
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We didn't make a system to be exactly the same as default and offer no improvements whatsoever.
There are a lot of advantages within our scripted systems that cannot be achieved while using the default ones. Not unless you're able to get Stefan to add it to the client, which unless it directly benefits iPhone, is like dropping a bottled message in the middle of the ocean.
For example:
- The invincibility blink that happens when you respawn, preventing spawn laming.
- The ability to define quest or event levels to impose certain behaviours. Like in quest levels you can be damaged by NPCs, but not players.
- The fact that in spar levels you can damage those with the same guild tag, but if a spar and event level, you can't.
- The ability to spar or play events with 100 AP, be hittable, and not lose it.
- The ability to walk through your guild mates or those with 100 AP outside of spar/pk/event levels.
- The ability to have a customised blink behaviour for events like CTF, a necessity for closed base modes.