lightwalk for all ...
#21
fs_dougmines
Posted 05 January 2011 - 16:14
#22
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?
#23
fs_theggold
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?
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
Posted 05 January 2011 - 18:47
#25
Posted 05 January 2011 - 18:48
#26
fs_karlososos
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?
sounds good to me
#27
fs_marinzeus
Posted 06 January 2011 - 07:20
OT: If it's bug, stress and lag-free, of course!
#28
Posted 06 January 2011 - 11:35
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
Posted 06 January 2011 - 12:27
#30
Posted 06 January 2011 - 12:35
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
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
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
Posted 06 January 2011 - 12:57
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...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.
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
Posted 06 January 2011 - 13:06
#35
Posted 06 January 2011 - 13:31
I tried auto relaod on on combat page... u have to see how its pain in the *** man :SNo 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.
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
Posted 06 January 2011 - 14:18
I tried auto relaod on on combat page... u have to see how its pain in the *** man :SNo 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.
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
Posted 06 January 2011 - 14:32
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
Posted 06 January 2011 - 14:41
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
Posted 06 January 2011 - 14:49
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.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
#40
fs_regnier7
Posted 06 January 2011 - 14:54
Get what I'm saying now?
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