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Message ID: 14085
Date: Mon Jan 31 18:02:23 GMT 2000
Author: Kimes, Dean W.
Subject: RE: (OT) Lower level discrimination was Play Time?


The warping in Q Hills is definitely NOT (ooh sorry Harm, sir 20 lashes) a
function of bandwidth or ping. The warping in Q Hills makes things that run
away reappear at the zone line to Qeynos every time. Its different, and
much more ridiculous if that's possible, than the warping that makes mobs
appear to teleport across small distances. It's kill more low level players
than I can imagine every time Holly gets trained to that zoneline. What is
with that warping anyhow? How does it get so confused, the pathing in Q
Hills must really suck. Hmm maybe they just copied the pathing code from BB
over and they can't find the ramps. 8p

Kit

-----Original Message-----
From: kim@... [mailto:kim@...]
Sent: Monday, January 31, 2000 11:01 AM
To: 'eqbards@onelist.com'
Subject: RE: [eqbards] (OT) Lower level discrimination was Play Time?


From: <kim@...>

On Mon, 31 Jan 2000, Ryan Honeyman wrote:
>
> I'm just saying the game was cool and now it sucks big pointy Cazics,
> that's all. ;p Oh, and now instead of a blocky hill giant warping
> on top me, a pretty multitextured, high polycount, antialaised giant
> will be warping on top of me ;)

Just so you folks know, warping like this is a function of
ping*PL/bandwidth. We have to deal with this stuff (minimize
it) all the time for the stuff my company does. Minimizing it
requires a lot of bandwidth (which is why most FPP shooters
limit the number of players allowed in a game). The only way
to eliminate warping is to not make the game real-time.

However, IMHO, the implementation in EQ is poorly done.

--
John H. Kim
kim@...


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