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If there was an arena, then there might be a case for it. Still, though, avoiding the server in a MMORPG is usually a bad idea. VO has a spotless security record so far, and I'm not sure we want to open the door that way, even if the cheat would only be useful for raising duel standing. Do you really find lag to be that much of a problem?
Course not.
Lag is virtually nonexistent in this game.
Yet for players who DO have lag.... it'd be useful.
PLUS we could add a security feature that only accepts the duel as a legitimate one if the client uploads the course of the flight to the server so it could check for inconsistencies.
Lag is virtually nonexistent in this game.
Yet for players who DO have lag.... it'd be useful.
PLUS we could add a security feature that only accepts the duel as a legitimate one if the client uploads the course of the flight to the server so it could check for inconsistencies.
I'd be curious to know how many MMO's TRS has made, or at least patched. Since he seems like such an expert and all.
I have never made a mmorpg, and I have only played a few. Almost all of my programming experience is in computer peripheral communication protocols.
But I most certainly have played quake (I'd blast you so fast...), and the difference is like night and day to me.
I just don't understand why this is even an issue, when quake had the issue nailed down about as well as you could ever expect it to be nailed down.
I feel like a quake player that downgraded to vo.
But, I am only one player, and I doubt the devs are going to blink twice if I'm the only one complaining about this issue. Sounds like I'm all alone here. If you feel like your a misplaced quaker, you'd better step up to bat, cause I am about ready to drop this torch...
But I most certainly have played quake (I'd blast you so fast...), and the difference is like night and day to me.
I just don't understand why this is even an issue, when quake had the issue nailed down about as well as you could ever expect it to be nailed down.
I feel like a quake player that downgraded to vo.
But, I am only one player, and I doubt the devs are going to blink twice if I'm the only one complaining about this issue. Sounds like I'm all alone here. If you feel like your a misplaced quaker, you'd better step up to bat, cause I am about ready to drop this torch...
/me hooks his dedicated VO line to his router, and then configures the appropriate port affinity on his downstream switch...
"lag, what lag?..."
(oh, and I forgot... signs the check to Guild for the dedicated line)
"lag, what lag?..."
(oh, and I forgot... signs the check to Guild for the dedicated line)
Comparing VO with Quake, CS or any of those "gazillion servers all over the place" games is not really fair. VO has a single, persistent universe, and with that comes more routing jumps for many of us. I play with relatively high ping (~170), and experience lag sometimes, but it's just life on the Internet.
I disagree that this is an issue for VO at all. To be honest, I am quite impressed with the responsiveness and accuracy of VO combat (I speak from having developed a graphical MUD back in the mid-90'ies, facing the same issues, only with 9600 baud modems as the minimum requirement).
Until you can get IP packets around the globe in fewer jumps, this is how single-server Internet gaming will be.
I disagree that this is an issue for VO at all. To be honest, I am quite impressed with the responsiveness and accuracy of VO combat (I speak from having developed a graphical MUD back in the mid-90'ies, facing the same issues, only with 9600 baud modems as the minimum requirement).
Until you can get IP packets around the globe in fewer jumps, this is how single-server Internet gaming will be.
I've been playing for years and rarely experience lag - and I have yet to be owned by somebody who is lagging. I just keep moving and then they can't hit me either (sitting still WILL get you killed, however).
I'm with CygnusX: I have experienced lag with Quake, but I just go to a different server. It's not a valid comparison. Some of the devs have extensive work experience with ISPs and they know what they're doing when it comes to decreasing latency.
Rather than erroneously assuming that Vendetta doesn't have adequate anti-lag measures, perhaps it would be helpful to post your stats in the Bugs forum and try to troubleshoot your particular connection issues?
I'm with CygnusX: I have experienced lag with Quake, but I just go to a different server. It's not a valid comparison. Some of the devs have extensive work experience with ISPs and they know what they're doing when it comes to decreasing latency.
Rather than erroneously assuming that Vendetta doesn't have adequate anti-lag measures, perhaps it would be helpful to post your stats in the Bugs forum and try to troubleshoot your particular connection issues?
CygnusX, you make a strong argument, and I can see where vo would have a significant advantage over quake, in that context. I still wouldn't mind if the current settings where reviewed.
Whistler (and other similar post), When I see multiple players, and only one is jumping around defying vo physics, and all the others are smooth, I conclude that the issue is that one players conectivity, not mine.
The whole crux of my argument is that I am being handicapped by someone elses connection. (I get hit by gunfire that shouldn't be there, and my shots are not near misses, but clean off the map).
However, I do want vo to have wide spread popularity, and in light of CygnusX's argument, I am willing to conceed that the methods employed by quake may not produce all the advantages we currently enjoy.
Whistler (and other similar post), When I see multiple players, and only one is jumping around defying vo physics, and all the others are smooth, I conclude that the issue is that one players conectivity, not mine.
The whole crux of my argument is that I am being handicapped by someone elses connection. (I get hit by gunfire that shouldn't be there, and my shots are not near misses, but clean off the map).
However, I do want vo to have wide spread popularity, and in light of CygnusX's argument, I am willing to conceed that the methods employed by quake may not produce all the advantages we currently enjoy.
Dodge properly, and you won't get hit, even by a laggard. Unless the laggard is lucky with rockets.
-:sigma.SB
-:sigma.SB