Quote:
Originally Posted by Silencia
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My point was that computers could handle multiple entities in a close proximity. A lot of the time you simply didn't face them so nothing would render. The only time I ever had an issue (my computer was really average, if not below) was much later in EverQuest's life in the Luclin expansion. Shar Vahl was horribly optimized.
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You are a bit confused on the "Type of lag" that tended to kill you when you multi-kited, with a bard or a druid.
The "face lag" you described was actually the mostly innocuous type that could easily be made up for by just cutting more oblique angles when turning and in geneal just giving yourself a little extra wiggle room. The real issue(s) was when people would enter the zone you were currently in. The larger the group the larger the problem. This was why dag's cauldron was notorious for a long time for huge ping spikes -- unrest trains that emptied the zone. butcherblock, another prime kiting zone also was notorious for them,too -- the newb filled boats. Not only was there a rendering issue client side with, but the server also would spike from the new players, on top of the general lag spikes anyone on the internet got back then. It wasn't unusual for people to fall to their death in dag's cauldron due to an unrest train nuking the zone with lag. They would simply be swimming, and bang, lag spike, splat on the lake bottom.