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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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#41 fs_dougmines

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Posted 06 January 2011 - 15:03

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?



perhaps it is I who am mistaken and if so, I would gladly like to see something from HCS on it but if player 1 swings and player 2 swings simultaneously, each will register a kill regardless of player 1's landing a have second before the 2nd swing from player 2 does it's thing. The delay is player specific, the same player cannot kill it within the delay window. This does not prevent a different player, fast or slow from making a kill within the window that has yet to expire on player 1.

#42 fs_regnier7

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Posted 06 January 2011 - 15:10

perhaps it is I who am mistaken and if so, I would gladly like to see something from HCS on it but if player 1 swings and player 2 swings simultaneously, each will register a kill regardless of player 1's landing a have second before the 2nd swing from player 2 does it's thing. The delay is player specific, the same player cannot kill it within the delay window. This does not prevent a different player, fast or slow from making a kill within the window that has yet to expire on player 1.


Depends on how the cows handle it. If the kill link is the same for everyone and changes with each kill, then it means it would keep changing for everyone when it was killed. Dynamic URL per stack would be best for two reasons.

1- simple and no chance of this issue.
2- people can still spam click the kill link and not worry about letting the page refresh, since it only sends the kill request, and slower hunters can get by a little easier since it's the page refresh that kills them, speedwise.

Same reason lightwalk works for helping slower hunters is multiple requests being sent as/before the page is given the chance to refresh.

#43 fs_dougmines

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Posted 07 January 2011 - 11:47

Sounds right and workable so all that remains is to get HCS's developers into it and have it implemented. Wonder what that will take???/

#44 fs_tangtop

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Posted 07 January 2011 - 16:41

I implemented a very basic version of lightwalk into the helper code for now. We will see what hoof comes up with (I hear rumors).

#45 fs_imetalusi

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Posted 07 January 2011 - 16:52

These votes mean nothing, because the voters are clueless as to the issues involved.


Thank you for telling me and others that we are clueless. Please do be aware that you have no clue about wether or not we do have a clue or not though.


well said... :lol:

#46 Sustortias

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Posted 07 January 2011 - 17:08

I implemented a very basic version of lightwalk into the helper code for now. We will see what hoof comes up with (I hear rumors).


Is the version you implemented all inclusive or do you have to have the original lightwalk script running?

I just finished my hunt with the new helper updated and i didn't notice any difference (though it is prolly hard to tell).

Ignition_Honda_410x200_zps03cc040c.png


#47 fs_tangtop

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Posted 07 January 2011 - 18:56

I implemented a very basic version of lightwalk into the helper code for now. We will see what hoof comes up with (I hear rumors).


Is the version you implemented all inclusive or do you have to have the original lightwalk script running?

I just finished my hunt with the new helper updated and i didn't notice any difference (though it is prolly hard to tell).

You should not need any other scripts other than the helper.

#48 fs_dougmines

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Posted 08 January 2011 - 16:28

Ty Tangtop, hopefully now if we can address the other couple of concerns I mentioned through pm, we can get everyone back to an even playing field once more. Well done

#49 fs_tangtop

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Posted 08 January 2011 - 23:59

Unless everyone is forced to move at the same speed, then it will not be an even playing field.

While lightwalk/fastwalk enables players to move faster if they had slow movement speed earlier, it means that players with a faster connection can now move even faster.

I haven't come up a fair way for both slow connection and fast connection players though.


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