![]() |
|
|
|
#1
|
||||
|
Quote:
The only thing I remember is some guys zoned faster than me, like when I zoned to avoid a death in pvp, and the guy killing me zoned faster so as I zoned into the new zone before I even got fully zoned in he was beating me dead. | |||
|
|
||||
|
#2
|
||||
|
Quote:
I have been wondering if the "lag" in relation to server ticks and such while medding were influenced by our new age net connections, the server expects a delay that doesn't exist and it creates the "off-tick" effect we see. EQ was designed for 56k dial-up modems after-all, it probably expects a delay from us thats longer than we actually need. I know nothing about the code though, just a theory. | |||
|
|
||||
|
#3
|
||||
|
Quote:
Pretty sure the off-tick thing is because the client launcher tick is different then the server tick. | |||
|
|
||||
|
#4
|
||||
|
Quote:
I don't think I've ever seen the critical hit damage announced to the area VS seeing the white damage match up. | |||
|
|
||||
|
#5
|
||||
|
Quote:
__________________
Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
|
|
||||
|
#6
|
||||
|
Quote:
This used to be immensely more useful back when internet connections were slow and unreliable. You basically couldn't play any 3D game through the internet without good prediction built in the client. I seem to remember that the few first versions of Quake 1 had no prediction. You could play a deathmatch through a LAN with little difficulties (by then standards), but it was entirely unplayable through anything slower than that. You can see it, for example, when two characters run together on P99, the other character will not run very smoothly. He will warp around. That warp is when the server sends some information to the client which corrects whatever YOUR client had predicted given the other character's heading and run speed you've been notified of last. It is possible that the mana tick mismatch between the client and the server is due to some prediction bug. The client knows the current mana regen rate of the character and works with it. When the character attempts to cast a spell, the game state is refreshed on the client and it gets the actual server-side mana amount of the character. Maybe because Titanium is a very old client and EQEmu doesn't support its prediction as well as the more recent clients. | |||
|
|
||||
|
#7
|
|||
|
the playerbase
| ||
|
|
|||
|
#8
|
|||
|
Being able to see clearly as a human at night time
| ||
|
|
|||
|
#9
|
|||
|
This thread is obvious Haynar bait, btw!
| ||
|
|
|||
|
#10
|
|||
|
Good
| ||
|
|
|||
![]() |
|
|