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Lynn Beck
Delta Vanguard 6
2
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Posted - 2015.06.20 02:26:00 -
[1] - Quote
Might not be feasible with the current dev team, but considering Tranquility being a "Single shard" and people complaining nonstop (myself included) about laggy people and their seeming invincibility, but here goes:
The general idea is that- we add a sort of "Aim here" to the HUD display to enemies, or more specifically, which direction they're moving, amplified by the average "lag" the player has had in the past, oh i dunno, 30 minutes? Essentially the more latency (and thus lag) a player has, the further away from their body this tiny little + moves, thus giving you a quick "oh this guy's lagging" signal.
This wouldn't need to be anything obtrusive, basically the Inertia reticule in Heavy Gear 2(i will try and find a pic) that would tell you how fast this thing is moving under high latency situations.
As for a non-coder's thoughts on how it would be implemented; Take direction of movement, set that as the direction in a Vector, then the amount of Latency to the server as the strength of said Vector, with the max and min tolerance for such a thing to be tested and found out, movement speed may need to be added in though, as this most likely would be exacerbated with faster moving targets, and may also need to include the recieving player's own latency to add to the total.
General John Ripper
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Omega Nox
Consolidated Dust
97
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Posted - 2015.06.20 19:49:00 -
[2] - Quote
i'd like to see laggers suffer from hosed equipment like, static on comms and game sound, glitchy helmets, weapon jams, RE's & Nades blowing their fingers off, tacnet getting scrambled. equipment slots failing, vehicles stop working....etc
Mordu's walking quafe mascot.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
103
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Posted - 2015.06.20 21:44:00 -
[3] - Quote
Lynn Beck wrote:Might not be feasible with the current dev team, but considering Tranquility being a "Single shard" and people complaining nonstop (myself included) about laggy people and their seeming invincibility, but here goes:
The general idea is that- we add a sort of "Aim here" to the HUD display to enemies, or more specifically, which direction they're moving, amplified by the average "lag" the player has had in the past, oh i dunno, 30 minutes? Essentially the more latency (and thus lag) a player has, the further away from their body this tiny little + moves, thus giving you a quick "oh this guy's lagging" signal.
This wouldn't need to be anything obtrusive, basically the Inertia reticule in Heavy Gear 2(i will try and find a pic) that would tell you how fast this thing is moving under high latency situations.
As for a non-coder's thoughts on how it would be implemented; Take direction of movement, set that as the direction in a Vector, then the amount of Latency to the server as the strength of said Vector, with the max and min tolerance for such a thing to be tested and found out, movement speed may need to be added in though, as this most likely would be exacerbated with faster moving targets, and may also need to include the recieving player's own latency to add to the total.
Edit: Could not find an example from this game, as i currently lack both the ancient PC and youtube videos of people actually locking their enemies when ripping them apart, so I pray the idea still gets across
Wouldn't work, internet connection's don't work like that, none what-so-ever, why not simply auto-kick lagging player's or stick to FW and PC matches, if their lagging their only gonna be able to play on their own server (thus pub matches would be mostly lag free) as for player's who lag anyway... You're SOL.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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