I wonder if it would be possible to make the ads suffer from the lag and not us. I think it would be more fair if we benefit from the lag. Like say I use potion, even if the server is bogged up I should get the health points anyway, and if I hit a enemy that is there he is hit even if he moved on the server, or if I on my screen I move but the server says to the enemy I am still there I shouldn't take damage. Either that or give extra XP for even being able to finish a mission in SpinwardLag
Cryptic tends to let the lag fix itself as tons of players resurface for the mod debut but quit within a few days, this happens at the start of every new mod.
Cryptic has taken some huge budget cuts/lay offs, PWE won't be allocating more servers for neverwinter (no matter what).
how about ...they need to get the flipping instances they arent working as due to nobody can enter an instance even with a team of five ...instances down that i know of black dagger keep and clock tower they really need to fix this ...some of us pay money on this game soo when the content isnt working as intended and it isnt working for longer than a few days its rediculous....streight up rediculous!
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited April 2015
You know in vt there are actually sporadic server rerolls atm...At the last boss, sometimes your entire party will get disconnected, you will reenter the game in PE and have you gear/encounters set out the way they were before activating the final campfire...Only realised it was server rollbacks because my encounter bar kept changing, to confirm I swapped gear in a test and sure enough, when the reroll occured I was wearing my other gear set. So much for server stability
I wonder if it would be possible to make the ads suffer from the lag and not us. I think it would be more fair if we benefit from the lag. Like say I use potion, even if the server is bogged up I should get the health points anyway, and if I hit a enemy that is there he is hit even if he moved on the server, or if I on my screen I move but the server says to the enemy I am still there I shouldn't take damage. Either that or give extra XP for even being able to finish a mission in SpinwardLag
that is how it would work if there werent cheaters, sadly, because of cheating scum, games need server confirmation for actions. else cheaters can abuse it and add some additional attacks, and whatnot like you getting instakilled by somebody because his changed game client reports server that he hit you for 9003 times in a milisecond
the rubberbanding happens because the action in a game happens smth like this(though there are 3 different models, this is the one neverwinter should be using)
1. player inputs action
2. client sends info about action to server and assumes action is accepted
3. server either confirms or refuses action based on data it has about whatever the action is(like range from target, or if you did clip that corner etc.)
4. server sends info back to client, if action is confirmed then it goes without a problem, if the action is refused then you get thrown back to previous spot, normally its not really noticeable because it doesnt take long to get confirmation, but with lag you can be thrown back seconds
there is another option to prevent rubberbanding and that is for game client to wait for server response instead of assuming action is accepted, but that would be really annoying having much bigger delay on every action, smth like this is better for turn based games
Comments
Cryptic has taken some huge budget cuts/lay offs, PWE won't be allocating more servers for neverwinter (no matter what).
Apart from the lay-off thing, do you have a reliable source for that?
http://nw-forum.perfectworld.com/showthread.php?900241-Out-of-Control-Explioters-in-PvP-PvE
those exploits fixed and laag will gone,
This is the rigth time to put some ITC on burning astral seal to.
that is how it would work if there werent cheaters, sadly, because of cheating scum, games need server confirmation for actions. else cheaters can abuse it and add some additional attacks, and whatnot like you getting instakilled by somebody because his changed game client reports server that he hit you for 9003 times in a milisecond
the rubberbanding happens because the action in a game happens smth like this(though there are 3 different models, this is the one neverwinter should be using)
1. player inputs action
2. client sends info about action to server and assumes action is accepted
3. server either confirms or refuses action based on data it has about whatever the action is(like range from target, or if you did clip that corner etc.)
4. server sends info back to client, if action is confirmed then it goes without a problem, if the action is refused then you get thrown back to previous spot, normally its not really noticeable because it doesnt take long to get confirmation, but with lag you can be thrown back seconds
there is another option to prevent rubberbanding and that is for game client to wait for server response instead of assuming action is accepted, but that would be really annoying having much bigger delay on every action, smth like this is better for turn based games
Might be counterproductive in terms of completing major HEs. (IWD and WoD major HE's as well if you expand the idea to any zones)