PlaneShift
Gameplay => Wish list => Topic started by: RonB74 on January 09, 2005, 06:06:35 pm
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I\'ve been testing this game for about 2 months now, and have in the past been an avid player of MMORPGs.
One thing that upsets me the most about CB is the way it handles lost communications with the server. I\'m playing from the US, and there are times from here when there is minor packetloss from my location to the server. (BTW - It\'s not fully my ISP, I\'m running a 3Mb DSL link and have no problems with any other sites/games/etc. I believe it\'s just TTL to the main server as response times in the menu of CB are above 420).
The game becomes pratically unplayable due to the linkdead\'s I receive. I\'ll run to a place I want to go, be half way there, and boom, linkdead. When I reload, I\'m back to where I last logged off, not where I was when I got disconnected. I know I could reduce some of the pain from logging out periodically and back in, but that\'s a real pain.
Is it possible to have the server store your last location after loosing a connection? Issues with spawning after logging back in can be handled with \'/respawn\' from the user\'s side if there is a glitch.
Also, in many of the other MMORPG\'s I play, they handle minor packetloss with more finess. I assume this is due to either more error handling for a dropped packet (smaller packets, more packets, error/retrans, etc.).
Anyways, just a suggestion. I think this is a great game, just want to help make it better.
Ron
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linkdead are server crashes. That\'s why your position is not recorded.
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In fact, PS handles packet loss very well AFAICS. According to my logs, the client is dropping massive amounts of packets all the time due to my machine being unable to handle the load.
As has been mentioned, the real cause for linkdeads are server crashes, which simply are a matter of time until they\'re gone.
However, there is something I wish for regarding the linkdead issue: the client should not quit. If anything, it should go back to the main menu (login screen). Or, even better, it should ask whether to do that or to \"freeze\" the current game (having stored the login details and char selection) and periodically trying to relogin automaticly.
Obviously, upon reconnection, you\'d be autospawned to whereever and in whatever condition the server last saved your char, but you wouldn\'t have to go through all the loading stuff.
Furthermore, how about a \"save\" function? I know it sounds crazy, but IMO it makes perfect sense.
After all, \"logout\" is coupled to \"save\" already, so why not have \"save\" separately? There wouldn\'t be any way to abuse it, because the client would just send \"save\" to the server, which would do the save, i.e., just like \"quit\" with immediate relogin. This way, you would be able to mitigate the possible impact of linkdeads without the pain of going through restarting the client.
To ease the impact of players keeping pressing \"save\" every second, the save command could be limited to once every 30 seconds or something, so that players would still not mindlessly keep saving every minor change, but major ones.
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I don\'t understand why you need a save command at all. After all the server is responsable for saving the state, isn\'t it? so saving state every 30s automatically and after each major change (for example training) is far enough imho.
But the best thing is to fix bugs instead.
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Originally posted by elscouta
I don\'t understand why you need a save command at all. After all the server is responsable for saving the state, isn\'t it? so saving state every 30s automatically and after each major change (for example training) is far enough imho.
Well, the problem would be to actually know what constitutes a \"major change\". You\'d have to put a watch on every char ingame, which would monitor the changes over some time. AFAICS, this would be a lot more work to do reliably than simply defining a separate \"save\" message.
Furthermore, it doesn\'t cover movement, which would also need to be monitored. It certainly is possible to do, but \"save\" seems more easy.
Furthermore, it gives control to the player, which is what I prefer by far.
Originally posted by elscouta
But the best thing is to fix bugs instead.
Agreed, especially because the chars will be wiped anymway, so there isn\'t any reason to care too much about lost stats. Lost movement, though, still is annoying. ;)
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Hasnt stat loss been fixed? For me it has
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Originally posted by Myrtl
Hasnt stat loss been fixed? For me it has
Where did you find this? I can\'t check for myself, as I can\'t do anything that might be called \"run\" CB, as I don\'t have my new computer yet.
Maybe they indeed implemented the proposed check already?
How about location loss?
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Location loss still ocures for me