Well, it's always like that, when something gains popularity. At first, it's only the hardcore fans, then the fashion-my old friends start taking notice, and soon after all kinds of wannabes follow in their wake.
Ah, wtf, why am I even bothering with a sincere reply in a fucking spam thread.
EU is less fun because everyone runs away form each other and S keys.True , we have those retards in eu...
NA is more enjoyable and fun because people are interested in actually fighting.False , you don't know how to fight :twisted: spamming left click and praying god to hit before your opponent is nothing near "actual fighting" . You character does a different animation when you click right mouse and no , it is not a bug it's a feature called " blocking" or "parrying" 8-)
True , we have those retards in eu...False , you don't know how to fight :twisted: spamming left click and praying god to hit before your opponent is nothing near "actual fighting" . You character does a different animation when you click right mouse and no , it is not a bug it's a feature called " blocking" or "parrying" 8-)Most random pub players can block at least three times before dying. And any decent player can block for a good minute straight.
High ping can be an advantage, if you know how to abuse it.no
noQFT
This is usually how I feel about United States v Europe (sorry Canada and Mexico, you're just not on this one):(click to show/hide)
This is usually how I feel about United States v Europe (sorry Canada and Mexico, you're just not on this one):+1(click to show/hide)(click to show/hide)(click to show/hide)
Oh right, I forgot that I'm among software engineers with years of practice writing network code. I accept your opinion as fact, then, thanks!Explain one advantage to higher ping in the netcoding of warband.
Explain one advantage to higher ping in the netcoding of warband.
One.
High ping can be an advantage, if you know how to abuse it.
Explain one advantage to higher ping in the netcoding of warband.
One.
Well, I have the Torque source code, if you can tell me which version of the Torque engine is used in Warband, I can even prove my claims with code snippets.
Meanwhile, I can try to explain it on a higher level, though. Maybe you have already noticed, that animations and movement in Warband is always smooth (with occasional hiccups, of course), unlike in other games, where high pingers seem to be teleported across the map. This is because it uses client prediction to smooth out gaps in position updates. What this means is that your computer tries to calculate the current position of enemy players based on previous movement. If your own connection to the server is bad, this position will be inaccurate, especially, if the enemy is moving around in circles. So far, so good.
Now if a high pinger is on the server, his position updates for the server will be delayed. You are correct, that this is mostly a problem for himself, because he will see all other players in positions, where they won't be, because his own client prediction will of course be terribly inaccurate. But it is also a problem for everybody else, because he will obviously have to base his movement decisions on his version of the game world (which will be very much delayed, compared with the game world of the players with regular ping). This will make it very difficult to predict his motions for other players, making them miss very often (especially with overheads and stabs). This fact can be abused by donning heavy armor while spamming and moving in figure-8 form. It works especially well in very tight situations, when the high-pinger is surrounded by enemies, because they will then mostly rely on overheads, in order to not hit their teammates. Funnily enough, they will achieve exactly the opposite.
Well, I have the Torque source code, if you can tell me which version of the Torque engine is used in Warband, I can even prove my claims with code snippets.I hardly think that is an advantage. It's just pretty much the only thing you CAN do since other things are rendered not viable due to latency.
Meanwhile, I can try to explain it on a higher level, though. Maybe you have already noticed, that animations and movement in Warband is always smooth (with occasional hiccups, of course), unlike in other games, where high pingers seem to be teleported across the map. This is because it uses client prediction to smooth out gaps in position updates. What this means is that your computer tries to calculate the current position of enemy players based on previous movement. If your own connection to the server is bad, this position will be inaccurate, especially, if the enemy is moving around in circles. So far, so good.
Now if a high pinger is on the server, his position updates for the server will be delayed. You are correct, that this is mostly a problem for himself, because he will see all other players in positions, where they won't be, because his own client prediction will of course be terribly inaccurate. But it is also a problem for everybody else, because he will obviously have to base his movement decisions on his version of the game world (which will be very much delayed, compared with the game world of the players with regular ping). This will make it very difficult to predict his motions for other players, making them miss very often (especially with overheads and stabs). This fact can be abused by donning heavy armor while spamming and moving in figure-8 form. It works especially well in very tight situations, when the high-pinger is surrounded by enemies, because they will then mostly rely on overheads, in order to not hit their teammates. Funnily enough, they will achieve exactly the opposite.
(click to show/hide)
Well, I have the Torque source code, if you can tell me which version of the Torque engine is used in Warband, I can even prove my claims with code snippets.
None... ?
Why would they jerk around more than any other player? The lag is between them and the server, but what other, non-lagging clients receive is the state of the agent on the server. They would jerk around if the netcode was utter garbage and allowed players to send positions instead of actions, but fortunately that's not the case.
And yes, there is client prediction, but it doesn't really make a difference in this case.
Reminds me of a very sexy oceanic (?) player, who used to play on EU servers with 400+ ping and then brag about how he owned the enemy team, headon... Are you oldmy old friend enough to guess the name?
This is usually how I feel about United States v Europe (sorry Canada and Mexico, you're just not on this one):(click to show/hide)
You didn't read my post well enough. I never said they would jerk around, what I said is that they have a delayed version of the world, so they seem to behave irrationally for other players, because they base their decisions on old data. Have you seriously never fought a 200+ pinger? They are very annoying. The best thing to do is to just spam them with sideswings (which is probably the reason why most people don't seem to have problems with them).
Whatever advantage they might get from slightly eratic movements is completely negated by issues like delayed swings, which like you said makes them super easy to kill because your swing will beat there's every single time.
Whatever advantage they might get from slightly eratic movements is completely negated by issues like delayed swings, which like you said makes them super easy to kill because your swing will beat there's every single time.
My country is the brightest country in the world! Only country with a completely lit road network.(click to show/hide)
You didn't read my post well enough. I never said they would jerk around
otherwise laggers would jerk around visibly.
Reminds me of a very sexy oceanic (?) player, who used to play on EU servers with 400+ ping and then brag about how he owned the enemy team, headon... Are you oldmy old friend enough to guess the name?
http://www.youtube.com/watch?v=39YUXIKrOFk :?: