Does anyone remember these? They were from some beta test thread or something... this issue has been around.
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Does anyone remember these? They were from some beta test thread or something... this issue has been around.
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Moving into an AE is actually a pretty reliable way to avoid the AE because you can always count on the lag preventing you from succeeding. On Demon Wall I'm always moving in a way where I'm attempting to catch up to the last ground AE, but due to the inherent lag of this game, I know I will always be too late to get hit by the AE and thus ends up avoiding all the AEs! Too bad you can't always do that on every AE in the game.
So you're compensating for a lack of responsiveness inherent in the game's client->server structure.Moving into an AE is actually a pretty reliable way to avoid the AE because you can always count on the lag preventing you from succeeding. On Demon Wall I'm always moving in a way where I'm attempting to catch up to the last ground AE, but due to the inherent lag of this game, I know I will always be too late to get hit by the AE and thus ends up avoiding all the AEs! Too bad you can't always do that on every AE in the game.
That's a problem that needs to be fixed at best; and at worst horrible design.
I'm not saying it's fine, I'm saying that it's so bad it actually works reliably in the other direction where applicable. Like you can actually try to walk into Demon Wall's AE at the last moment and you'll actually fail every time due to lag. Of course you can't possibly do that to Weight (no way there's enough time for you to run away from it and then attempt to return), but it's an illustration of how consistently laggy this game is.
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