
Carniflex
StarHunt R.A.G.E
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Posted - 2011.02.05 11:25:00 -
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Originally by: SFX Bladerunner Edited by: SFX Bladerunner on 02/02/2011 17:49:33
Originally by: Carniflex Heh - you can lock even pods in 0.8 secs - that is overkill considering that server does everything in 1sec ticks.
I believe it updates state(s) every 1 second (the states relevant to this particular gamemechanic anyway).
So I am not sure whether sub-second precision is possible or not, as update frequency isn't necessarily linked to precision.
IE:
0.0 -> updatestate 0.1 -> pilot A presses warp button 0.2 -> pilot B presses scramble button 1.0 -> update state
The question is whether it updates states with 1 second precision or with actual precision. It would seem more logical to me that it uses actual precision, making your argument invalid.
The fact the server might update states only once every second doesn't mean things can't take place within that second, it just means your client is always 1 second behind on what ACTUALLY happens, causing a minor desync resulting in you not being able to react to another player's action until it is updated in the state, meaning you can add a variable of 0-1 second to every 'reaction' time you discuss. Meaning if something can align in 2.6 seconds you effectively have a window of 1.6 to 2.6 seconds (depending on whether it happens right after, in between or right before the state updates) to see the guy decloak and start to align, and to click, lock & scramble him. Meaning if someone had a 1 second align time, to YOU as VIEWER his align time varies from 0 to 1 second. It is exactly this that makes tackling very fast ships such a 'hit-miss' chance based endeavour.
If what I said is incorrect, ignore my brainfart
I do not know exactly as this 1 sec 'tick' timer works, but based on how guns behave it seems that subtick 'stuff' happens only during autorepeat. When you have RoF of 5.5 secs, and pop targets in 1 volley, then there is 0.5 sec while you cant do anything with these guns, at 6 sec they deactivate, you can reactivate them and at 7th sec they fire off next volley. While if you are not killing the target in 1 volley then guns cycle every 5.5 sec until target pops.
Basically if I understand it correct EVE just rounds up to next full second any actions that need direct player input. So difference between 0.9 sec lock time and 1.1 sec lock time is actually 1 full second. Same with warping. Dunno in what order warp scrambling and entering warp are counted at the end of tick however. I.e., is it always in the same order - warp pefore scram, the other way around, or is it resolved in some more clever way, ie counting the actual speeds or just making stuff to happen in the order it was inserted the previous second.
CCP seems to not like to talk about the 1 second ticks the server function on. Sometimes they do mention it however - for example one of the last devblogs about fighting lag, if I remember correct there is some stuff talked about the 1 second server tick as well. There is this nice graph about how the cyckle works.
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