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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: WASD Movement
As someone who had it in a custom client in previous worlds, this was very, very useful.





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Enjoyment
- Under curfew
- Posts: 932
- Joined: Mon Oct 12, 2015 6:32 pm
- Location: Kyiv, Ukraine
Re: WASD Movement
+1. Can hardly imagine how it could hurt the game, though it usefulness will make it one of the "you don't need it before you try it, then you can't live without it" things...
English is neither my native lang, nor my best side...
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Leafstab
- Posts: 401
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: WASD Movement
Wasn't that a feature that lagged the whole server at some point?DDDsDD999 wrote:As someone who had it in a custom client in previous worlds, this was very, very useful.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: WASD Movement
If you implemented it to spam the server every frame or some extremely short interval, sure.Granger wrote:Wasn't that a feature that lagged the whole server at some point?DDDsDD999 wrote:As someone who had it in a custom client in previous worlds, this was very, very useful.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: WASD Movement
I don't remember any such thing, but the general problem with WASD and the reason I didn't re-implement it in Haven is that the fact that it has to go a round-trip via the server for it to take effect makes it feel so horribly second-rate that I don't really want to see it. I do agree that it would be nice to be able to move around with an item on the cursor, though, but this should be quite possible already to do with the mouse (Ctrl-click or whatever).Granger wrote:Wasn't that a feature that lagged the whole server at some point?DDDsDD999 wrote:As someone who had it in a custom client in previous worlds, this was very, very useful.
Also, while I don't remember the details, there was some issue with Java where AWT didn't properly communicate keys being released or whatever, which also made the WASD implementation suck a bit.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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lachlaan
- Posts: 488
- Joined: Sat Apr 06, 2013 9:32 pm
Re: WASD Movement
If JC ever masters key depressing for his archery plans, perhaps you could poach whatever he'll have used to fix the issue you're referring to, in generally I think I'd like occasional cultural exchanges between you two camps. Lots of creativity on both sides, and while JC himself likely has more to learn directly from you, I think jorb's wild creativity has something to gain from JC's more rational, coder oriented creativity, and vice-versa.loftar wrote:I don't remember any such thing, but the general problem with WASD and the reason I didn't re-implement it in Haven is that the fact that it has to go a round-trip via the server for it to take effect makes it feel so horribly second-rate that I don't really want to see it. I do agree that it would be nice to be able to move around with an item on the cursor, though, but this should be quite possible already to do with the mouse (Ctrl-click or whatever).Granger wrote:Wasn't that a feature that lagged the whole server at some point?DDDsDD999 wrote:As someone who had it in a custom client in previous worlds, this was very, very useful.
Also, while I don't remember the details, there was some issue with Java where AWT didn't properly communicate keys being released or whatever, which also made the WASD implementation suck a bit.
To address the actual WSAD thing tho, that was one thing I missed in Haven versus in Salem, but the fact that Salem's positioning matters so much for the mini-AoE sorto f attacks requires some finely tuned movement via the WSAD, whereas haven just needs you to run after a person if they run away, and WSAD would be so clunky for efficient chasing that it wouldn't even be funny.
