SnuggleSnail wrote:would be COOL if the time it takes to switch targets and perform an action was equal to your ping instead of a multiplier of it
Naimad wrote:SnuggleSnail wrote:would be COOL if the time it takes to switch targets and perform an action was equal to your ping instead of a multiplier of it
it would be nice if your bots had a ping x100
Sevenless wrote:I'm not 100% up on it, pvp isn't my forte, but aren't there interactions that are tied to who's targetting what? Like IP being given out to people targetting you when you use watch it's moves?
Desyncs sound like they'd cause problems with the combat system if so.
nah, get rekt nerdSnuggleSnail wrote:Naimad wrote:SnuggleSnail wrote:would be COOL if the time it takes to switch targets and perform an action was equal to your ping instead of a multiplier of it
it would be nice if your bots had a ping x100
If it was for bots I could literally rent a server in the same data center haven is hosted, maybe even the same rack if I'm lucky. Honestly, now I say that out loud, it might be way better to do that for regular playSevenless wrote:I'm not 100% up on it, pvp isn't my forte, but aren't there interactions that are tied to who's targetting what? Like IP being given out to people targetting you when you use watch it's moves?
Desyncs sound like they'd cause problems with the combat system if so.
I'm confident in loftar's ability to determine who's in combat with who while letting me send a packet requesting to smacc some nerd that isn't a target decided by the server.
It's seems silly to force an extra round trip for somebody to change target, and afaik not something anybody else does. The targeting could be client side, and the request the client sends to the server could just be rejected if it doesn't like what's up.
It shouldn't take somebody with 400 ms .4 seconds to change target >> human reaction time to queue a move because they need to verify they actually changed target or it will be queued on the wrong person > .2 seconds for that action to go throguh >> .2 seconds for that to show up on their screen. This could literally be more than halved
Nightdawg wrote:Why is targeting server sided?
Sevenless wrote:Nightdawg wrote:Why is targeting server sided?
Anytime an aiming mechanic is important to combat, leaving it on the client side makes it ripe for potential abuse by clients getting hacked. In haven's case, we this isn't even hacking because it's explicitly allowed. I'm not sure how useful it would be, but bots swapping combat targets to farm IP from people using defenses is a possibility. Server side targetted errs on the side of the fastest connection if the aiming mechanic is important. This is important because if you give advantage to the biggest ping (example client side hit detection in an FPS allows you to kill someone after the server already considers you dead, etc), that can be spoofed for advantage.
If the few mechanics that are related to targetting got fixed it would be fine though.
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