Page 3 of 11 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 107
  1. #21
    Player
    zaineal's Avatar
    Join Date
    Sep 2013
    Posts
    72
    Character
    Zaein Nathunal
    World
    Ultros
    Main Class
    Gladiator Lv 69
    Quote Originally Posted by Ranak View Post
    The issue listed here can be resolved by a client side check to see if you're running or not. That way you get a more "responsive" feel.
    client side checks are bad - it will most likely be exploited in some form, by reverse engineers. everything thats been said in this thread needs to be addressed server side.
    (2)

  2. #22
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    They could fix it by:
    1. Getting the client to send a position update when the player clears the red area.
    2. The server calculates whether the player takes damage when it receives the first position report after the cast completes.
    (4)

  3. #23
    Player
    SKYeXile's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    141
    Character
    Xile Star
    World
    Leviathan
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Silverwalk View Post
    They could fix it by:
    1. Getting the client to send a position update when the player clears the red area.
    2. The server calculates whether the player takes damage when it receives the first position report after the cast completes.
    Server prediction using client timestamps could fix any current issues with lag and movement.
    (5)

    trf-guild.com

  4. #24
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    You're right but sadly for whatever reason they are not doing that - using a simple vector would be good enough.

    If the update period is 0.3 seconds and the cast time is over a second the server should have at least two updates showing the player moving.

    Draw a line between these two points and extend it out by the time until the cast ends, viola! Now you know where the player is at the end of cast with enough accuracy to solve this problem.

    Probably would put too much load on their server software I'm guessing.
    (3)

  5. #25
    Player
    SKYeXile's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    141
    Character
    Xile Star
    World
    Leviathan
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Silverwalk View Post
    You're right but sadly for whatever reason they are not doing that - using a simple vector would be good enough.

    If the update period is 0.3 seconds and the cast time is over a second the server should have at least two updates showing the player moving.

    Draw a line between these two points and extend it out by the time until the cast ends, viola! Now you know where the player is at the end of cast with enough accuracy to solve this problem.

    Probably would put too much load on their server software I'm guessing.
    im not sure it would, Planetside 2 current uses serverside hit prediction at a much higher tick rate than 3, i imagine the strain on that would be much more taxing than just movement in this, but then I imagine SE are running servers from 1987.
    (4)

    trf-guild.com

  6. #26
    Player
    Altheras's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    345
    Character
    Yuyaki Chibiaki
    World
    Midgardsormr
    Main Class
    Conjurer Lv 50
    There is definitely a huge issue with moving out of the red zones. I've been killed many many times when I was WAY outside of an AE when it went off. The instant death mechanics make this 'lag' particularly unforgiving, especially for a healer who has to constantly stop and cast things.
    (7)
    Looking for nice people to play with? Come to Shinies! FC and Linkshells on Midgardsormr!
    We do everything from lowbie dungeons to Titan farms and Binding Coil! Our policy is Good Attitudes Only!
    Life is a giant cookie, share it!

  7. #27
    Player
    Sneakaboo's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Nishka Ciel
    World
    Omega
    Main Class
    Conjurer Lv 50
    Square-Enix: First of all, we'd like for you not to worry. The interface lag will get much better when we introduce the server system for 2.0. As compared to 11, he (Yoshida) would rather compare it to World of Warcraft. It's going to depend on things such as your personal environment, equipment, etc. But it will be closer to that then what currently exists.
    I wonder if he wrote that with a straight face.
    This is not even close to WOW, in fact this is the most laggy/unresponsive online game I've played up to now.
    That includes some RTS over dial up.
    (13)

  8. #28
    Player
    sQQuare's Avatar
    Join Date
    Aug 2013
    Posts
    21
    Character
    Red Robin
    World
    Cerberus
    Main Class
    Gladiator Lv 80
    Being a fairly hardcore raider in previous MMOs this "sluggishness" has bothered me since day one, and as ppl say it doesnt feel like a performance issue per se, rather a design "working as intended" feature.

    Funny enough the game would be 100% easier with out it, everytime i see some mob using AOE i keep thinking "lol this will kill so much end game ppl trying to progress".

    but i fail to see why you would want some intentional sluggishnes build into a game, GW2 has the same feeling, much of the reason ppl say they dont notice it is simply because they have different point of reference.

    I dont see this as gamebreaking but it is very tiresome to see some ppl eat aoe after aoe because they trust what they see on their screen to be true "i didnt stand in aoe, its lag" while in essence they havent learned to anticipate the aoe mechanic.
    (7)

  9. #29
    Player
    Jennica's Avatar
    Join Date
    Aug 2013
    Posts
    40
    Character
    Jennica Wennica
    World
    Hyperion
    Main Class
    Gladiator Lv 32
    There isn't enough client-side checks. Crappy development.
    (5)

  10. #30
    Player
    Jennica's Avatar
    Join Date
    Aug 2013
    Posts
    40
    Character
    Jennica Wennica
    World
    Hyperion
    Main Class
    Gladiator Lv 32
    Quote Originally Posted by zaineal View Post
    client side checks are bad - it will most likely be exploited in some form, by reverse engineers. everything thats been said in this thread needs to be addressed server side.
    Uh, no, the server always verifies what the client tells it, you just see it on your screen the way it should play out immediately, assuming you aren't using some type of hack.

    Say someone tries to speed hack out of an AoE range. Well the server knows the maximum movement speed of your character, so if the client tells the server you've exceeded that, then it will indeed inflict the damage you supposedly avoided with your speed hack.

    Just because the client shows you what "should" happen, doesn't mean the server doesn't verify that what you did is possible.
    (3)
    Last edited by Jennica; 09-18-2013 at 09:07 PM.

Page 3 of 11 FirstFirst 1 2 3 4 5 ... LastLast