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Poll: Should a form of lightwalk be implemented in the core code for all to use? (85 member(s) have cast votes)

Should a form of lightwalk be implemented in the core code for all to use?

  1. Voted Yes. (69 votes [81.18%])

    Percentage of vote: 81.18%

  2. Voted No. (10 votes [11.76%])

    Percentage of vote: 11.76%

  3. Voted Don't Care. (6 votes [7.06%])

    Percentage of vote: 7.06%

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#21 fs_dougmines

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Posted 05 January 2011 - 16:14

viewtopic.php?p=1095947#p1095947 is a fix for the broken lightwalk

#22 MaximusGR

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Posted 05 January 2011 - 17:30

Obviously, the only real solution is to get rid of titans......


RL analogy of your position : When someone has a headache, suggest them to have it cut off? :lol:

#23 fs_theggold

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Posted 05 January 2011 - 18:26

Obviously, the only real solution is to get rid of titans......


RL analogy of your position : When someone has a headache, suggest them to have it cut off? :lol:


Well it would solve my depression and headache.

OT: If the cows can code it so that cheating isn't possible it should be implemented, and DURL should be added.

#24 fs_dougmines

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Posted 05 January 2011 - 18:47

bumped to the top

#25 shindrak

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Posted 05 January 2011 - 18:48

voted yes ! thanks for all this tang! :)

#26 fs_karlososos

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Posted 05 January 2011 - 23:10

Obviously, the only real solution is to get rid of titans......


RL analogy of your position : When someone has a headache, suggest them to have it cut off? :lol:


sounds good to me

#27 fs_marinzeus

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Posted 06 January 2011 - 07:20

How come I didn't notice this was thread number 100000 yesterday when I voted.
OT: If it's bug, stress and lag-free, of course!

#28 shindrak

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Posted 06 January 2011 - 11:35

DURL will screw slow connection players ... im sure that will make it worse !!
fast connection players can kill it 5 times or more while slow connection players still have to reload page again...
So DURL mean no multi clicks...and mean so boring :|

#29 fs_dougmines

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Posted 06 January 2011 - 12:27

Wondering now how a dynamic url will in any way effect page load speed??all I can imagine is the inability to any longer draw the data from cache vs data every time, but these same hinderences will be upon everyone. There was a time delay between kills put into place to enable slower connections to be given a better chance at competing, this was to limit those with faster connections, not speed up those with slower connections, though in effect it meets the same end. Lightwalk is already used to increase movement speeds so they will still retain the ability to get there as fast as they currently can. Dynamic url's will only hinder the ability to use additional open tabs with the kill link to do the killing for you, nothing more.An open kill link refreshing at 0:00 or whatever, if it is not to be seen as automation, at best hinders those with slower computers in trying to keep up. They have given everything else a shot at balancing the players abilities to compete in these events, why such resistance to trying this??

#30 boeffie

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Posted 06 January 2011 - 12:35

Responding to TangTop, regarding the bugs with the Lightwalk as it was, using Lightwalk on a titan screws up horribly for me every few moves, so I never know where I actually am on the map until it has reloaded after a few seconds, as I get blocked somewhere 9 times out of 10.

I do thank Lawdog for explaining the reason why, and the underlying different ways of coding these moves.
I can't and don't take any offense at being called clueless, when indeed it is what I and presumably quite a few others are, with regards to the coding involved. I'd be more of an idiot if I threw any comment made by people in the know straight out of the window.

I'd greatly appreciate some kind of feature for moving faster, and would benefit more from a Lighwalk version than people with fast connections, if this could be a non-bugging one, and hopefully tied in with some way of taking out the scripters on titans, as they are still obviously there.

I could wish those that are knowledgeable would work together on this, rather than fight each other, or accuse each other. A lot of ideas have come from players, in all of the HCS games, personal issues shouldn't have a place in it.

#31 Khanate

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Posted 06 January 2011 - 12:39

DURL will screw slow connection players ... im sure that will make it worse !!
fast connection players can kill it 5 times or more while slow connection players still have to reload page again...
So DURL mean no multi clicks...and mean so boring :|


DURL per stack of titan, not per individual titan. Otherwise people would get "enemy not found" error and it would plain suck. Per stack would allow anyone who clicks to be as fast as before.

#32 fs_dougmines

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Posted 06 January 2011 - 12:47

DURL will screw slow connection players ... im sure that will make it worse !!
fast connection players can kill it 5 times or more while slow connection players still have to reload page again...
So DURL mean no multi clicks...and mean so boring :|


DURL per stack of titan, not per individual titan. Otherwise people would get "enemy not found" error and it would plain suck. Per stack would allow anyone who clicks to be as fast as before.


If per stack would make it easier to swallow then gladly, it's still a step in the right direction. Removing the ability to use a reloading page to kill for a hunter the end result.

#33 shindrak

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Posted 06 January 2011 - 12:57

DURL will screw slow connection players ... im sure that will make it worse !!
fast connection players can kill it 5 times or more while slow connection players still have to reload page again...
So DURL mean no multi clicks...and mean so boring :|


DURL per stack of titan, not per individual titan. Otherwise people would get "enemy not found" error and it would plain suck. Per stack would allow anyone who clicks to be as fast as before.


If per stack would make it easier to swallow then gladly, it's still a step in the right direction. Removing the ability to use a reloading page to kill for a hunter the end result.

I dont know.. i have very slow connection and so far from servers... never had an issue with players using auto reload on combat page... cuz there 2 sec delay btw kills already...
All i know now anything is going to change/update will be worst...
look at pvp ladder they keep do little changes and made it WORST and WORST...

#34 fs_dougmines

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Posted 06 January 2011 - 13:06

No offense, you could dig through the many posts in here and readily see that this is being done and the delay is no longer 2 seconds, to my understanding it was reduced to 1. A player with an already taxed computer, be it through limited bandwidth or low system resources, is hindered by those two factors already. Lightwalk was designed to improve movement speeds only, not the actual ability to kill them once they got there. The delay was meant to balance that aspect of it. Using a tabbed kill link set to auto refresh favors the faster system and bandwidth speeds, not the slower ones in any way. By making every location in which it spawns during a release, this removes their ability to just run to it and have the reloading page doing the killing for them once they arrive. Should dynamic url's be insufficient, then perhaps other avenues could be explored in due time.

#35 shindrak

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Posted 06 January 2011 - 13:31

No offense, you could dig through the many posts in here and readily see that this is being done and the delay is no longer 2 seconds, to my understanding it was reduced to 1. A player with an already taxed computer, be it through limited bandwidth or low system resources, is hindered by those two factors already. Lightwalk was designed to improve movement speeds only, not the actual ability to kill them once they got there. The delay was meant to balance that aspect of it. Using a tabbed kill link set to auto refresh favors the faster system and bandwidth speeds, not the slower ones in any way. By making every location in which it spawns during a release, this removes their ability to just run to it and have the reloading page doing the killing for them once they arrive. Should dynamic url's be insufficient, then perhaps other avenues could be explored in due time.

I tried auto relaod on on combat page... u have to see how its pain in the *** man :S
512kb net speed with 250 ping
very slow even my computer fast and LW wont work with it well...
Some Players will always have advantage cuz they are close for HCs servers ...

*I suggest bring more servers around whole world*

#36 fs_dougmines

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Posted 06 January 2011 - 14:18

No offense, you could dig through the many posts in here and readily see that this is being done and the delay is no longer 2 seconds, to my understanding it was reduced to 1. A player with an already taxed computer, be it through limited bandwidth or low system resources, is hindered by those two factors already. Lightwalk was designed to improve movement speeds only, not the actual ability to kill them once they got there. The delay was meant to balance that aspect of it. Using a tabbed kill link set to auto refresh favors the faster system and bandwidth speeds, not the slower ones in any way. By making every location in which it spawns during a release, this removes their ability to just run to it and have the reloading page doing the killing for them once they arrive. Should dynamic url's be insufficient, then perhaps other avenues could be explored in due time.

I tried auto relaod on on combat page... u have to see how its pain in the *** man :S
512kb net speed with 250 ping
very slow even my computer fast and LW wont work with it well...
Some Players will always have advantage cuz they are close for HCs servers ...

*I suggest bring more servers around whole world*


More servers, while an idealistic solution also costs more then we have thus far seen hcs willing to invest in the game. Given that as factual we have to explore any other available options to acieve the same end result. Nothing they have tried thus far has seemed sufficient, and everything, even after implementation is flexible. Try the dynamic url's as they can hurt nothing, but if they work as suspected, the changes they might bring about will be astounding

#37 fs_regnier7

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Posted 06 January 2011 - 14:32

It is a *free* game, afterall..... so I doubt they could afford more servers spread out across the world, I'm afraid.


and yeah, Dynamic URL per stack is the only reasonable way to go about that. True DURL would just screw over those on slower connections even more. :s

Fast hunter#1: *clicks and kills*
Slower hunter: "creature not found"
Fast hunter#2: *clicks and kills*
Slower hunter: "creature not found"
Fast hunter#1: *clicks and kills"
Slower hunter: OMFG!!!!!!!


Edit: I see some are suggesting that this would mean the kill delay could be removed and I'd like to say, no..... kill delay is vital and gives more people a fair shot. lol

#38 fs_myrth77

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Posted 06 January 2011 - 14:41

Dynamic URL per stack would be great but KEEP the 2 second delay

the Delay is the only thing that helps slow connections against the faster ones

and no i don't have a fast connection

#39 fs_dougmines

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Posted 06 January 2011 - 14:49

It is a *free* game, afterall..... so I doubt they could afford more servers spread out across the world, I'm afraid.


and yeah, Dynamic URL per stack is the only reasonable way to go about that. True DURL would just screw over those on slower connections even more. :s

Fast hunter#1: *clicks and kills*
Slower hunter: "creature not found"
Fast hunter#2: *clicks and kills*
Slower hunter: "creature not found"
Fast hunter#1: *clicks and kills"
Slower hunter: OMFG!!!!!!!


Edit: I see some are suggesting that this would mean the kill delay could be removed and I'd like to say, no..... kill delay is vital and gives more people a fair shot. lol

given the delay, fast hunters 1 and 2 have to deal with the span between kills as well as the slow hunter and unless they were performing some sort of syncronized killing, which I don't see happening, there are still kills to be had as they spawn generally more then once per location. fast hunter 1 kills, two seconds have to elapse before another kill will be registered to him. slow hunter 2 swings, it will still be there and in no way restricted by the delay between the first kill and his own. The delay is kills by the same hunter not kills period.

#40 fs_regnier7

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Posted 06 January 2011 - 14:54

Think about it though, doug. This relies on screen refreshes. The slower hunter will see the old kill link, unless he refreshed the page and got the fresh link. Faster hunter one kills it and makes the first link invalid, slower hunter gets that message. second fast hunter already got the message and goes again and kills it, slower hunters second link is invalid and he gets the message.

Get what I'm saying now?


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