Mmm ...loftar wrote:I think (the game server) is about as central to the current player-base as it can be.
mvgulik wrote:That's kinda assuming there is no "cause and effect" feedback's between the two.
Otherwise ... one could argue that one is a logical side effect of the other.
Potjeh wrote:so ping sensitive
loftar wrote:mvgulik wrote:That's kinda assuming there is no "cause and effect" feedback's between the two.
Otherwise ... one could argue that one is a logical side effect of the other.
I don't quite understand what it is that you're trying to say.Potjeh wrote:so ping sensitive
I don't think we should be exaggerating just how ping-sensitive it is. It's not like it's an FPS that we're building, and we've also had feedback to the contrary from people who don't feel the ping is a big issue.
loftar wrote:mvgulik wrote:That's kinda assuming there is no "cause and effect" feedback's between the two.loftar wrote:I think (the game server) is about as central to the current player-base as it can be.
Otherwise ... one could argue that one is a logical side effect of the other.
I don't quite understand what it is that you're trying to say.
shubla wrote:Just divide the map into 4 parts, all hosted on separate servers in separate continents, so people can build their homes in the low ping area but still interact with others.
I think mvgulik meant that the server position may shape the distribution of existing players over the globe. Those who experience larger lags are a bit more prone to leave the game because of "the last drop", while those who live closer have one drop less.loftar wrote:I don't quite understand what it is that you're trying to say.
shubla wrote:Just divide the map into 4 parts, all hosted on separate servers in separate continents, so people can build their homes in the low ping area but still interact with others.
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