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  #11  
Old 02-08-2015, 09:44 PM
Drakaris Drakaris is offline
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The biggest problem with jousting is that the higher your latency, the lower your window of opportunity is and also the more variance your latency will have, so your optimal hit window is never the same every time.

If you joust a standing NPC with high latency, if you attack too soon, the client rejects you saying that you are too far away. If you attack on queue your client doesn't register an error, but the attack command gets rejected server side because you are no longer in melee range when the server receives the command and does a secondary client check (I think the sync code does 2 checks for every command executed, which is why your UI locks if you cast a spell when lagging out). So the window of opportunity for high ping users is unrealistically small and varies considerable depending on the varying latency.

Solution? They need to implement server side code to make hitboxes vary depending on latency, or they need to remove the client check for melee range so that you can attack when running through and when the server does the internal checks, the attack can be made with guess work.

Also the sync code is pretty shit for zoning too, it takes some players 3-4x as long to zone even with SSD or ramdisk. Solution: use a static zone timer (eg 30 seconds) with a variance of 15 seconds .
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  #12  
Old 02-08-2015, 09:45 PM
quido quido is offline
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I just run around with auto-attack on, seems to work pretty goog
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  #13  
Old 02-08-2015, 10:22 PM
lite lite is offline
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Quote:
Originally Posted by lite [You must be logged in to view images. Log in or Register.]
First of all, whatever you do! Do not take advice from any Holocaust. (you will see why in my vids)

Second, check out my vids!

https://www.youtube.com/watch?v=tpfdLRQXe18

https://www.youtube.com/watch?v=r-TbvTH7iXM
  #14  
Old 02-08-2015, 10:29 PM
Tassador Tassador is offline
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Quote:
Originally Posted by Drakaris [You must be logged in to view images. Log in or Register.]
The biggest problem with jousting is that the higher your latency, the lower your window of opportunity is and also the more variance your latency will have, so your optimal hit window is never the same every time.

If you joust a standing NPC with high latency, if you attack too soon, the client rejects you saying that you are too far away. If you attack on queue your client doesn't register an error, but the attack command gets rejected server side because you are no longer in melee range when the server receives the command and does a secondary client check (I think the sync code does 2 checks for every command executed, which is why your UI locks if you cast a spell when lagging out). So the window of opportunity for high ping users is unrealistically small and varies considerable depending on the varying latency.

Solution? They need to implement server side code to make hitboxes vary depending on latency, or they need to remove the client check for melee range so that you can attack when running through and when the server does the internal checks, the attack can be made with guess work.

Also the sync code is pretty shit for zoning too, it takes some players 3-4x as long to zone even with SSD or ramdisk. Solution: use a static zone timer (eg 30 seconds) with a variance of 15 seconds .
Energy drinks.
  #15  
Old 02-08-2015, 10:50 PM
heals4reals heals4reals is offline
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Quote:
Originally Posted by lite [You must be logged in to view images. Log in or Register.]
Really glad you asked about this. Very important question if you want to make it as a melee on this box.

First of all, whatever you do! Do not take advice from any Holocaust. (you will see why in my vids)

Second, check out my vids!

https://www.youtube.com/watch?v=tpfdLRQXe18

https://www.youtube.com/watch?v=r-TbvTH7iXM
rogue channeling, that a new AA?
  #16  
Old 02-08-2015, 11:04 PM
Grimjaw Grimjaw is offline
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Quote:
Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Can we still hit people in melee range even while not facing them?
correct
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  #17  
Old 02-09-2015, 12:48 AM
BardPop BardPop is offline
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^
Quote:
the sync code is pretty shit for zoning too, it takes some players 3-4x as long to zone even with SSD or ramdisk. Solution: use a static zone timer (eg 30 seconds) with a variance of 15 seconds .
Yes please do that.
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  #18  
Old 02-09-2015, 01:51 AM
Ragnaros Ragnaros is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
I just run around with auto-attack on, seems to work pretty goog
jesus that explains ALOt
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