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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
NGD·Studios
![]() ![]() ![]() ![]() Join Date: Mar 2006
Posts: 892
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Hello everyone,
After a long time we finally had resources to address one of the most important issues in the combat system. As you may know, in Regnum (as in most MMO games with simulation based movement) the client moves and he server just makes the appropriate corrections. This implies that your position on your client is not necessary the same as the position perceived by other users. We have tried different approaches to this such as client side prediction or lag compensation among others, the last iteration that its currently available offers higher fidelity (this means more network information) depending on priority (selected character has higher priority and then it goes from nearest to farthest character) Although this new positioning system is a lot better than the ones we used before, melee classes are still having trouble nailing hits on their targets, why? Well, it has to do with the fact that users see their opponents in the past (because of normal network lag) AND their actions are decided on the server. The server checks if it the user is in range or not, and users may think that they are on range but they are actually not in range (they are just seeing their future position in the server and the past position of their opponents). After this, the server sends the attack result and the attack animation starts in the user client. This means that the whole action is held back artificially until the attack animation is complete desynchronizing everything. We have now implemented a system in certain ways, reflects the movement system:
Now that all classes are more responsive we had to fix the following for balance reasons:
We will soon upload this changes on Amun to try them out… please remember it is still work in progress, Best regards, Chilko |
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