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Thread: Collision issues and server latency. Why collision damage isn't a viable option.

Rorenikibi
Wed May 26, 2004 11:26 am
#1

I agree with the current line of thought about the collision issues with fighters. In the original development for vehicles, you would have taken damage to your bike, speeder, whatever whenever you hit a tree, rock, harvester, building or whatever. Removingcollision damagewas less a matter of grief play than just making the damned things usable in terrain that rendered as you went. For some computers, they simply could not keep up with the constant rendering of terrain to avoid collisions.



For space, this holds equally true, there is going to be some level of server latency that will cause things to appear from out of nowhere and cause issues. From what I am reading, the idea of twitch combat on a game where server latency can be as inaccurate as 20 meters or more seems kinda funny. How will you know its really there?


I've run two characters at the same time and had one follow the other. From the lead character's perspective, the following character was 30 meters away. From the following player's perspective, the leader was only10 meters away. Who's right?



I know there are a load of you jackasses who will come back with the moronic "get a better computer" line. When you d*ckheads start shelling out the greenbacks, I'll be happy to get one.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


LafitteGalvez
Wed May 26, 2004 1:09 pm
#2

I can appreciate your stance with those who are pre-disposed to show their ignorance, or lack of maturity, but I have always had a policy of allowing folks to do just that.........give 'em enough rope and all.....heh


hope to see you in game soon matey.....



Lafitte Galvez


Captain, United Pirates of Kettemoor


unitedpirates.org






#Lafitte Galvez
Admiral, United Pirates (ret)
Dying's the easy way out. You won't catch me dying.
They'll have to kill me before I die!- Yellowbeard
kscottgee
Wed May 26, 2004 1:53 pm
#3






Rorenikibi wrote:


I've run two characters at the same time and had one follow the other. From the lead character's perspective, the following character was 30 meters away. From the following player's perspective, the leader was only10 meters away. Who's right?









You're right about this and it isn't always a computer issue. My friend and I have been talking on the phone while playing and seen the same distance discrepency issues. And we both have AMD 2500+ computerswith cable modems.



I've often wondered how this is going to affect the "twitch" aspect of the game.





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Rorenikibi
Wed May 26, 2004 2:07 pm
#4






LafitteGalvez wrote:

I can appreciate your stance with those who are pre-disposed to show their ignorance, or lack of maturity, but I have always had a policy of allowing folks to do just that.........give 'em enough rope and all.....heh


hope to see you in game soon matey.....



Lafitte Galvez


Captain, United Pirates of Kettemoor


unitedpirates.org









heh, in my experience, you give these kiddies enough rope, and they'll tie cat's cradles while they flame you for your mercy...






Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Neyland
Wed May 26, 2004 3:52 pm
#5

Net collison code for flight sims exist. They have existed for a long time. To my knowledge, started with Air Warrior when it was served on Geni and you paid per hour. Might I suggest looking at the current collison code for WWIIOnline. It not only detects collison, but assigns fault. Those at fault.. their plane goes up in flame. Those not, get a big buffet that could cause a nasty spin.


Check it out. It exists and has been technologically proven to work well. Now the discussion is, can SOE developers find a way to mimic it (or purchase it). Is it worth the effort?





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LafitteGalvez
Thu May 27, 2004 12:04 am
#6

Damn Roren.....did we not get our daily allotment of hookers and booze?...hehehe, you are getting gun-shy in your old age my friend, let them flame first, THEN hit them....hehehe


As for collisions, I agree with you that collisions should not cause any damage due to the reasons you specify (latency et.al), plus the griefing possibilities. collisions SHOULD be in game however (just play it like the shielding of your craft absorbs the damage or something to that effect)



Lafitte Galvez


Captain, United Pirates of Kettemoor


unitedpirates.org






#Lafitte Galvez
Admiral, United Pirates (ret)
Dying's the easy way out. You won't catch me dying.
They'll have to kill me before I die!- Yellowbeard
Rorenikibi
Thu May 27, 2004 12:41 am
#7

Nah, far from gunshy, just tired of the same childish arguements.



I'd be all for a temporary loss of control, a la Vader after his wingmen are nailed in Ep IV.






Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


LafitteGalvez
Thu May 26, 2005 1:09 pm
#8

I can appreciate your stance with those who are pre-disposed to show their ignorance, or lack of maturity, but I have always had a policy of allowing folks to do just that.........give 'em enough rope and all.....heh


hope to see you in game soon matey.....



Lafitte Galvez


Captain, United Pirates of Kettemoor


unitedpirates.org






#Lafitte Galvez
Admiral, United Pirates (ret)
Dying's the easy way out. You won't catch me dying.
They'll have to kill me before I die!- Yellowbeard
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