It sounds good, but ... why another indicator that needs same update as the monster model itself? Why not just update monster's position more efficiently?
It sounds good, but ... why another indicator that needs same update as the monster model itself? Why not just update monster's position more efficiently?
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

Honestly, they just can't really.
No matter how they swing it there's always gonna be a slight lag.
Best they can do is take away as much as they can, but for someone like me, the lowest ping to the servers in japan is 350ms or 1/3 a second.
That's not including lag through my ISP, there's, server lag or lag from my PC.
I'm sure though they can make some improvements on what they had though. At the very least trick us into not noticing it as much.
With online games there's always a little guesswork, like shooters, always aim just ever so slightly in front
Updating an indicator or a model position is all the same to your network or the game, so while there might be cases where it will be easier to tell where the mob is facing, it will do absolutely nothing in terms of improving the speed of the update.
edit: unless they can somehow implement it in a more reliable way than usual position synchs, which is kinda unlikely seeing them struggling with stuff that should be easy on a decent engine. If that's a temporary solution for 1.x, then it good to have. But for 2.0, they better fix their positioning code instead of overloading the UI even more.
Last edited by Soukyuu; 06-09-2012 at 07:38 PM.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
This.Updating an indicator or a model position is all the same to your network or the game, so while there might be cases where it will be easier to tell where the mob is facing, it will do absolutely nothing in terms of improving the speed of the update.
edit: unless they can somehow implement it in a more reliable way than usual position synchs, which is kinda unlikely seeing them struggling with stuff that should be easy on a decent engine. If that's a temporary solution for 1.x, then it good to have. But for 2.0, they better fix their positioning code instead of overloading the UI even more.
Throwing more things onto the UI to make up for mechanics that simply do not work well is a mistake... and a big one. I hope this is nothing more than temporary.
What this can help with is tell the player the actual facing of the mob, as the models usually do not update in sync very well.

350 ms ping is 3.5 seconds, 33 ms ping is 1/3 of a second.Honestly, they just can't really.
No matter how they swing it there's always gonna be a slight lag.
Best they can do is take away as much as they can, but for someone like me, the lowest ping to the servers in japan is 350ms or 1/3 a second.
That's not including lag through my ISP, there's, server lag or lag from my PC.
I'm sure though they can make some improvements on what they had though. At the very least trick us into not noticing it as much.
With online games there's always a little guesswork, like shooters, always aim just ever so slightly in front
>_>
3.5 seconds delay on stuff seems right with the way I run out of stuff, still die then slide across others' screens.
Wrong. 3500ms is 3.5 seconds, ms being milliseconds or a 1/1000 seconds. You're probably confusing it for microseconds, which is 1/10 and is written as µs
The delay is higher because the ping only accounts for a single packet reaching the server, it doesn't account for processing times on the server nor for the time a response packet needs to reach you, nor for the fact that usually it needs more than one packet to deliver the data.
>_>
3.5 seconds delay on stuff seems right with the way I run out of stuff, still die then slide across others' screens.
In short, ping is not really reliable for determining your exact latency.
Last edited by Soukyuu; 06-10-2012 at 10:41 PM.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]


Essentially, during the shower of particle effects of most team efforts it's very, very difficult to keep track of where the frontal side of the enemy even is at all times.
Furthermore, there are certain mobs which have ambiguous fronts, for example the majority of the Amal'jaa. You basically have to aim for their left shoulder instead of the front side of their torso because because stand in a sideways battle stance, making their 'front', that is the side that faces you, closer to their left side than their actual front side.
Yeah... I had an instance where I knew which direction the enemy was facing but failed a combo. It was facing me, stopped and did a ranged attack, and I ran up to it to attack from the front with Pummel, but apparently it was right next to me and I believe I hit it from behind. Attacking froze its position in the wrong place.
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