Yanoflies
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The way BHS designed TERA worked with the Koreans, but they have VDSL. Unreal Engine has proven to be a great engine that could handle client-server and client-server-client nicely, could you (the publisher) work with the developers to improve how the client and server processes data? I spent a few hours today on EU-TERA testing the effects on ping. ~350ms vs ~50ms showed almost a 100% increase in attack speed.
I ran tests with a group of people:
>made two level 1's archers
> duel
>attack eachother
>lower ping would win with almost 50% hp
>repeated above with other classes
>observed similar results with other classes
>tried level 19's of same class and similar gear
>duel
>both stood still and chained the same spell over and over
>lower ping won in all cases as well, with a significant amount of hp (4x%!)
>low ping vs low ping for control
>VERY close matches
I don't understand how the spell queuing works, is everything performed in the server? Why not have the client process it and then validate it on the server, that way everyone will be equal. That's pretty much how Dragon's Nest done it (well not UE3 but the combat was VERY similar if not the same) and at least everyone had the same potential to do damage.
In WoW, even a pretty huge difference in ping (less than 100 and more than 800) showed even fights if everything was casted properly ...
Please help the Australis :'( :'( :'(.
While in NA, Oceaneans will have a ping ofr ~200-250, the effects, while to a lesser extent, will surely have massive impact as well ... Please help us!
I ran tests with a group of people:
>made two level 1's archers
> duel
>attack eachother
>lower ping would win with almost 50% hp
>repeated above with other classes
>observed similar results with other classes
>tried level 19's of same class and similar gear
>duel
>both stood still and chained the same spell over and over
>lower ping won in all cases as well, with a significant amount of hp (4x%!)
>low ping vs low ping for control
>VERY close matches
I don't understand how the spell queuing works, is everything performed in the server? Why not have the client process it and then validate it on the server, that way everyone will be equal. That's pretty much how Dragon's Nest done it (well not UE3 but the combat was VERY similar if not the same) and at least everyone had the same potential to do damage.
In WoW, even a pretty huge difference in ping (less than 100 and more than 800) showed even fights if everything was casted properly ...
Please help the Australis :'( :'( :'(.
While in NA, Oceaneans will have a ping ofr ~200-250, the effects, while to a lesser extent, will surely have massive impact as well ... Please help us!
Edited by: Yanoflies
about 1 year ago