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#161
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I'd be totally down with a higher stamina cap for Classic
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#162
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personally i think twi's approach to the whole thing was wrong from the outset.
There was defintely something with the current "realism" setting that didnt please so-called "vets" (such as myself) but rather than address those issues within the realism mode, i felt that twi were trying to prove a point about how wrong certain people within the community were by re-creating an ro1 mode -ie classic as some kind of ironic punishment. The problem is now that we have realism and classic. Classic is too ponderous but so called realism feels too much like an arena shooter. Something in-between, to me, would be ro2.
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In-game name: burt |
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#163
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#164
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#165
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I think faster stamina recharge would be even better.
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#166
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Can't complain though, what TWI did is commendable for a dev (especially these days).
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aka Wakke |
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#167
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140 ping is unacceptable for any shooter no matter the net coding. sub 100ping is what is needed to be competitive. Any game running with 100+ ping begins to breakdown especially when you have players @ sub 80ping. clientside hit detection only tries to hide that problem.
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#168
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CLICK Last edited by Sarkis.; 06-17-2012 at 01:39 PM. |
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#169
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In fact, considering the history of gaming I find the concept of 140ms being completely unacceptable to be particularly laughable. Did you play early online shooters? I remember when Rogue Spear was new back in '99, when a "good" ping was somewhere in the two-hundred range. Actually getting under 200ms was exceptionally fast. Nonetheless, it played fine, with average pings being double what you call unacceptable. And on that matter, I find it rather absurd that you seem to be saying that nobody running a server near you is somehow a fault of TWI. They tweaked the netcode so the game is playable at 140ms (And even higher), yet it's their fault nobody runs a server near you? Finally, I'd say that client-side hit detection doesn't hide the problems with latency, it rectifies many of them. Yes, it isn't quite as good as having a lower ping, but it brings you much closer to an even playing field and makes latency much less of an issue than it had been before. |
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#170
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To add to the running speed debate.
Everyone is different. You have fast runners, average runners, and the slower guys. The thing with a game is, you can't accurately depict that. The closest thing to do would assign each player random speed/stamina intervals in the beginning of a game (not much, just a few percent difference) to add variety to the team's speed. That's how it would really be IMO.
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I'm an audio producer. I produce audios.
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#171
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![]() I agree with you here. Personally I have not had problems with or without the lag compensation at pings higher than he is condeming.
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#172
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"You have lost a customer, I am no longer purchasing your products, or promoting them to my friends. I'll come back when I hear news of half tracks and combined arms maps style of Ro1 start coming out. I check I'll play I'll see what I think. But TWI will never get pre-order money from me again, nor even regular price, nor any free advertisement and testimony to my friends from me. Best you can hope for with a new product will be "if it's on sale on steam for 50% off" Till then good bye." HARD TO TAKE ANYONE SERIOUSLY WHEN THE SAY THINGS AND NEVER FOLLOW THROUGH WITH THEM.
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#173
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I was still competitive enough to be around top 5. Now, with server-side hit detection I have no problem with hitting my targets as lead distance is depending on the actual distance, instead of my ping. There is some truth that you can't be competitive at the exactly same level (when your ping is still slower two to three times), but since we are playing for fun and teamwork is more important than individual skills (even the best shooter can't take out 3 out of 3 people aiming at him at once, I had such situation in the past) I don't mind much as the biggest problem has been solved. |
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