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Kronarty
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Posted - 2003.09.09 17:50:00 -
[1]
How many times are we going to read things like:
-after the warp, as soon as I got control of my ship I was down to 10% structure.
-I jumped through a gate and i was dead and podded before loading the next system.
But, there is an easy solution for this!
We know this happens because those warping or jumping have to receive a lot of information from the server (location of objects, ships, drones, etc) while the camping forces only need to receive a small update (the ship jumping/warping in). As soon as they receive that info they can act on it, while the other guy is still seeing either a frozen screen or the LOADING window.
Why not make it so that until the client of the guy travelling aknowledges all necessary info was received from the server the other guys (those camping) can't see him?
This would be not only fairer, but more realistic, and would enhance playability A LOT!
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Danton Marcellus
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Posted - 2003.09.09 18:21:00 -
[2]
Hey, what about reloading the whole system once someone warps into it, then everyone lags equally. 
Convert Stations
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Discorporation
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Posted - 2003.09.09 18:21:00 -
[3]
Because two days later, people will have created external programmes that stops this packet from being sent, resulting in invulnerable out-of-warp ships.
[Heterocephalus glaber]
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Sourus
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Posted - 2003.09.09 23:25:00 -
[4]
Edited by: Sourus on 10/09/2003 01:51:10 Edited by: Sourus on 09/09/2003 23:25:47 So why hasn't anyone written a program that stops the camping forces to receive the packet that tells them a new ship is present?
Why hasn't anyone written a program that stops my packets telling the server I've pressed the high slot button 1 to shoot at someone?
Get real!
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Fester Addams
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Posted - 2003.09.10 05:33:00 -
[5]
The original post is right, as for programs blocking this package...
The way it has to work is as follows: Lets say I wish to warp into A, 1: My client tells the server Im on my way to A. 2: The server tells my client what it needs to load. 3: My client loads the neccesary parameters, objects and graphics. 4: My client sends a package telling the server all is loaded. 5: The server returns a package that all is ready and allowes the ship to warp in.
In short, if you block the package that tells the server that you are funny loaded then you never leave hyperspace.
Somehow making sure that the ship jumping in is not lagged is the ONLY way to make it work, invulnerable times and so on is not a long time solution.
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Sourus
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Posted - 2003.09.10 10:36:00 -
[6]
Edited by: Sourus on 10/09/2003 10:40:35 So my only question is why don't they do it like you and everyone suggests? What are we missing here? This is such an obvious solution to the problem. Anyone with a sense of logic and programming skills realizes this.
I think it's because the client runs a simulation of the server world, creating those "rubberband" effects when the client syncs with the server. Only the server knows the real situation, and it is sending updates to the clients when the world is changing. But then again, it's the clients that determines the changes to the world by sending messages to the server about the actions of the players.
It must be pure lazyness or foolish optimism to think that this is enough to create a playable game. There must be some handshaking to ensure everybody are synched to avoid unfair situations. As have been said: a ship entering a new game area should not be visible until all clients get the same amount of sync data.
Current solution: 1. New ship enters game area. 2. Server send environment data to new ships client (large payload depending on the number of objects in the area). 3. Server sends new game area element (the new ship) to the clients that have ships in that area. (small payload compared to step 2). 4. The new ship is given an invulnerability timer to give the client a chance to process the data in step 2. (Invulnerability time is not based on the amount of data, is it? Anyway it's impossible to predict a good value) 5. Game continues.
Desired solution: 1. New ship enters game area. 2. Server send environment data to new ships client (large payload depending on the number of objects in the area). 3. New ships client sends "Load complete" 4. Server sends new game area element (the new ship) to the clients that have ships in that area. 5. Server sends "you're out of warp" to new ship client. (small payload) 6. Game continues.
All data from client should be encrypted to prevent "radar hacks". This makes the game slightly slower but does not create unfair gameplay. I think that is a good tradeoff.
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Kronarty
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Posted - 2003.09.10 13:04:00 -
[7]
Quote: Because two days later, people will have created external programmes that stops this packet from being sent, resulting in invulnerable out-of-warp ships.
Your reply defeats itself, if the server doesn't receive that acknowledgement from the client, the client doesn't receive any more info, and gets either stuck or drops entirely (after a reasonable timeout).
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Moph
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Posted - 2003.09.10 16:11:00 -
[8]
CLIENT<->SERVER , DON'T USE "UDP" !!!
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Kronarty
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Posted - 2003.09.14 16:21:00 -
[9]
Edited by: Kronarty on 14/09/2003 16:22:31 *bump*
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Klydor
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Posted - 2003.09.14 19:06:00 -
[10]
Ia Ras, why do you say don't use UDP? Most network games use udp to avoid the amount of lag caused via tcp's in built error handling. Read up on the problems some of the top game companys have with tcp and lag in internet games.
Regardless of using udp or tcp though, the problem would still remain.
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Arch Aggelos
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Posted - 2003.09.15 17:11:00 -
[11]
This has always seemed like a good solution to me, but I know very little about the technical side. I just hope something is done soon. Intentionally lagging someone to death shouldn't be possible, and "10 second invulnerability" is no solution at all. For one, most of the time ten seconds is far too long, giving the fleeing enemy an unfailr chance to escape. Secondly, when 10 seconds isn't too long, it's far too short. When jump-point camping no-skilld I-lag-you-to-death-because-that's-the-only-way-I-can-kill-you players have their 10 battleships all with full drone loadouts and and a few cargo containers, just for good measure, sitting at a jump in point the load time is well over a full minute, wich gives them more than enough time to decimate entire fleets of would-be attackers.
So lets fix the laggy lag world we live in and stop this unfair advantage for those who would abuse the flaws in this game.
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