... and another real-time based problem
Posted: Mon 06.04.2009, 11:48
At high level, I tend to rely too much on the character symbol (@, 6, 5...) to check my characters health and react accordingly. In most cases it's ok, but in the most difficult fights it's not enough. I've already had high level characters die because the monster wiped a high amount of HPs in two consecutive turns (like Morgoth's mana storms or Ungoliant's darkness storms), and I didn't have enough time to react before the second HP loss.
The problem is as follows:
server timeline
-----|------------------------------|------------------------------------|------------------------------------|---------------------------|----->
beginning...........players actions processed......monsters actions processed.......player status bar refreshed.....end of turn
of turn
...keypress............................................................................................................client status bar refreshed
-------|-------------------------------------------------------------------------------------------------------------------------------|-------->
client timeline
In most cases, the time to react to any event happening to a player (like a heavy injury) is really small compared to the duration of a turn. In some cases (lag), the client could be refreshed after the next turn has started on the server, leading to the "character is dead, but I don't know it yet so I press keys in vain" effect.
Nothing can be done about lag... but would it be possible to increase the time between status refresh at end of turn and events processed at beginning of next turn? I need to check the "bullet time" feature to see if it's helping...
The problem is as follows:
server timeline
-----|------------------------------|------------------------------------|------------------------------------|---------------------------|----->
beginning...........players actions processed......monsters actions processed.......player status bar refreshed.....end of turn
of turn
...keypress............................................................................................................client status bar refreshed
-------|-------------------------------------------------------------------------------------------------------------------------------|-------->
client timeline
In most cases, the time to react to any event happening to a player (like a heavy injury) is really small compared to the duration of a turn. In some cases (lag), the client could be refreshed after the next turn has started on the server, leading to the "character is dead, but I don't know it yet so I press keys in vain" effect.
Nothing can be done about lag... but would it be possible to increase the time between status refresh at end of turn and events processed at beginning of next turn? I need to check the "bullet time" feature to see if it's helping...