Instead of clicking for where you want your character to go, allow us to click and drag and have the toon follow the direction the mouse is at.
Id be surprised if this hasnt been suggested already, but with the data missing from forum transfer I couldn't find any information on it.
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tardy0
- Posts: 123
- Joined: Mon Jul 18, 2011 11:46 pm
Click and drag for movement
"Once upon a time there were two noobs. One day a greifer came by and killed them both"
~The end
~The end
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Click and drag for movement
Or WASD
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: Click and drag for movement
This would put to high strain on the server for complicated reasons.
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Ferinex
- Posts: 1040
- Joined: Sun May 31, 2009 9:05 am
- Location: Miami
Re: Click and drag for movement
Please elaborate your concern. There is no reason either suggested method would be inherently weighty for the server.Xcom wrote:This would put to high strain on the server for complicated reasons.
i guess they never miss huh
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Click and drag for movement
Bumping this thread because this would be a good default client feature. kt client does this and probably others and the server seems to be fine so... ???Xcom wrote:This would put to high strain on the server for complicated reasons.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Click and drag for movement
From what I see when playing, roughly the following happens when you send a move click to the server:Ferinex wrote:Please elaborate your concern. There is no reason either suggested method would be inherently weighty for the server.Xcom wrote:This would put to high strain on the server for complicated reasons.
1) Server cancels you current movement (if any)
2) Server calculates new movement vector (from current location to click location) and current set speed,
3) Server distributes me movement vector to all connected clients that are in view range of the character, requiring further calculations and bandwidth, per client updated
So spam-clicking movement (nothing else is click and drag) has, especially in case you are in a populated area, non-trivial impact on server bandwidth and cpu load - which both are finite resources.
You might get away with that on sharded mmos (like WoW) easier (because you can spread instances over multiple machines easily) than with haven that has a single, persistent world.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Click and drag for movement
This, quite simply. Add to the possible performance issues only, if anything, that cancelling movement and reinitializing it also makes the object jerk a bit, which makes it into something I just don't really want to institutionalize.Granger wrote:From what I see when playing, roughly the following happens when you send a move click to the server:
1) Server cancels you current movement (if any)
2) Server calculates new movement vector (from current location to click location) and current set speed,
3) Server distributes me movement vector to all connected clients that are in view range of the character, requiring further calculations and bandwidth, per client updated
So spam-clicking movement (nothing else is click and drag) has, especially in case you are in a populated area, non-trivial impact on server bandwidth and cpu load - which both are finite resources.
You might get away with that on sharded mmos (like WoW) easier (because you can spread instances over multiple machines easily) than with haven that has a single, persistent world.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Thedrah
- Posts: 943
- Joined: Fri Apr 08, 2011 2:20 am
- Location: behind you
Re: Click and drag for movement
what if in client we just have the client click a few tiles ahead and if we stop pressing the key the client just clicks under our character to stop?
although lag may be a problem
although lag may be a problem
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Click and drag for movement
I still don't get it, are you saying that if all custom clients implemented this it could cause noticeable lag while playing? People already have it and do it.loftar wrote: This, quite simply. Add to the possible performance issues only, if anything, that cancelling movement and reinitializing it also makes the object jerk a bit, which makes it into something I just don't really want to institutionalize.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Click and drag for movement
Kaios, short answer: yes.
Longer answer: The server has finite resources, as soon as they are exhausted there will be lag.
The more people are using 'features' that drain resources, the less concurrent players the server can support.
Longer answer: The server has finite resources, as soon as they are exhausted there will be lag.
The more people are using 'features' that drain resources, the less concurrent players the server can support.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020