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Message ID: 9093
Date: Tue Oct 26 17:33:33 BST 1999
Author: CYR, Thierry
Subject: RE: Rathe Mountains


rathe mountains is and always has been bad for warpers, there's a spot that
we hunt hg's at and if the monsters get to a certain little bump in the
terrain, get ready for trains of em to come back at ya... anything that goes
over this pathing location will warp away and take a long time to come back.
This is close to the hill giant hill with the 2 guards on the top. Hg's,
giant skels, lizards, cycs, basilisks, anything that goes here warps. Sorry
i dont have the loc.

Minkin
Sol ro


> -----Original Message-----
> From: kim@... [SMTP:kim@...]
> Sent: Tuesday, October 26, 1999 12:24 PM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Rathe Mountains
>
> From: <kim@...>
>
> On Tue, 26 Oct 1999, Greg Gillan wrote:
> >
> > Has anyone else noticed this strange warping problem lately? I had
> never
> > experienced it before, but it seems since the last patch, things have
> been
> > "warping" out of range all the time. I've noticed this in the Karanas,
> > Oasis, and even in Solusek B last night. New bug?
>
> I noticed a lot of people playing last night (1600+ on more
> than half the servers). Ping times and PL were fine, but
> /tells took up to 10 seconds to get through. Most network
> systems are designed to dynamically respond to load by
> decreasing update frequency (so you don't exceed available
> bandwidth). When that happens in a game like this, moving
> entities appear to blink in and out of existence as the client
> and server get out of synch.
>
> --
> John H. Kim
> kim@...
>
> > Please send submissions for the eqbards newsletter to toren@...
> with the subject lol.