Other > General Game Discussion
Pk encounter, dead before screen loads.
Trokanis:
The point is a very valid one, screen load lag in RT combat is basically exploitable, and since the majority of pkrs are ones who look for the exploits so they can get things the easy way, you will come across it. I can't think of a way really to balance it, other than things I've already suggested with pvp flag timers. But well all know how conversations about pvp balance go... So I'll just stop the apes right here, no it won't be fixed, yes people will do it, and yes it's a weak ass way to play the game. Sorry you got hit by it, but they are out there, used to happen a TON more when cars were visible on map. Basically if you want to be able to do much of anything in this game in a small group or alone, it's best just to avoid every place people might be, which sucks for a game but at least that way you will be safe 71% of the time.
racoon:
so, you're whining that somebody has better internet/computer? nice.
Opera:
--- Quote from: racoon on December 17, 2012, 04:29:10 pm ---so, you're whining that somebody has better internet/computer? nice.
--- End quote ---
He's pointing out that the way the game handles the "entering map" event is bad: Server moves you to the map before the client is even ready to display anything. Which means that while you have loading screen others see you in the map already. Stuff like this should not depend on your computer speed.
TKs-KaBoom:
No the clients load should sync with serside load, that is server should start sending info before client can process it and client should display before everyones clients have had the time to load. like a token could be passed around, duck duck goose style, tell all clients are in sync with same initial start synced data for screen loaded. polling clients uh, billy bob fonline 2238 server? Are you there honey? yeah? kool, are all the others loaded with initial load state? They are! Excellent, well I guess I will start displaying..... yeah ty, you do the same, hows the kids? yeah a newborn can be a real handfull. Well I'll ring your door bell next time we need to sync up, yeah bob, great party, l8ter!
That's how I envision it :)
Maybe a bit embellished.....
Opera:
No need to sync every client or anything. I would do it this way:
- Client notifies the server that it's going to enter a map (worldmap -> town/encounter, town part1 -> town part2)
- Server accepts this request if everything is OK, hides the player from everyone
- Client prepares everything it needs to start rendering the map, shows loading screen
- Client notifies the server that we have everything ready, start rendering map
- Server moves the player to new location and keep the clients up-to-date like normally would
This way you are "invisible" to everyone while you have "Loading..." on your screen and you would see everyone in the map almost the same time they see you. Of course, I'm not a game developer, but that sounds kinda OK basic structure for "entering map" event for me.
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