PlanetSide Universe - View Single Post - Upcomming Surge Changes!
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Old 2004-03-13, 07:20 AM   [Ignore Me] #70
Acaila
First Lieutenant
 


Second to those who are saying, just fix the netcode. Understand that they have been trying to do just that, but we're not dealing with the average FPS game here. You don't have to worry about 8 or 16 objects, the netcode has to deal with 600 objects and all of them with varies states of connectivity and hardware. Quite frankly it's a bloody miracle the game runs at all with these kinds of numbers. There are physical limitations of the code - there is a top end of "trackability" and after numerous attempts by the programmers to find an effective fix, I believe the decission was made to do "something do-able" at least for now - I'm sure the programmers are CONTINUIOUSLY looking to improve the upper end and make it work better but you have to realize there are LIMITS to what can be done. You can't compare this to other FPS games as there ARE NO OTHER FPS GAMES on this scale! I'm a little ticked off at the OF posts by users who call the programmers lazy or too un-caring to fix it the way they "think" it can be fixed.
Exactly. The problem isn't the code, it is the fact that not everyone has a T1 line into their living room and the servers aren't hosted each on their own T3 lines. Surge doesn't cause warping, neither does jumping, low data rates is what causes it. SOE looks for the most realistic solution and that is making people move far slower so the gaps in positional updating from incoming data aren't as noticeable.
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