What about cutting down or eliminating the buffer? I noticed that the times when I am having the most fun are also the times when I am pounding keys like a maniac and this tends to get me killed. (Like any bad habit - I know better but it is fun). I don't mind getting 40 messages when I cast poision cloud or fireball, but do mind that when I fire a whole lot of arrows it is quite a while before the buffer clears and I can run away. ----- Original Message ----- From: "Mark Wedel" < mwedel at sonic.net > To: < crossfire-list at lists.real-time.com > Sent: Friday, March 29, 2002 1:19 AM Subject: Re: [CF List] levels & spells > Steven Lembark wrote: > > > > That would cut down but not eliminate the problem. Network > > latency can cause the repeat messages to still cause problems. > > One approach would be for the server to send a heartbeat- > > type message indicating that the last event is still > > continuing (e.g., you're still praying). That would limit > > the traffic to one event per, say, second. Until a new > > message gets passed. > > the index method also doesn't work when a large percentage of the message may > be the monster your are killing (eg, define code 1234 as 'Your flaming aura zaps > the %s' saves some amount of bandwidth, but is still costly if that %s is > 'greater demon'. Unless things like greater demon and all the other names are > also tagged. > > It should be mentioned that the server DOES have the functionality to repeat > messages. The problem is that too many messages pass the NDI_UNIQUE flag to > draw_info. The reason NDI_UNIQUE exists is that it preserves ordering and > reduces latency of sending that particular message (if NDI_UNIQUE is not set, it > may be several ticks before the server sends the message to the client). The > other reason is that if the message is really unique (say a shop listing), you > don't want it invalidating the cache of messages the server is buffering. > > Obviously, things like the praying messages and some spells should not be using > the NDI_UNIQUE flag. a simple fix to the problem. > > Scott Wedel wrote: > > > > As for experience levels, sounds to me like the table of experience needed > > per level should be contained in a configuration file read at startup that > > can easily be editted. The cf distribution could contain a couple of different > > sample configs with comments on how each affects gameplay. > > This is a good idea - compiled in values are generally not good. IT should be > mentioned that in the past, I believe the level differences were much more, but > there were problems with that. > > Increasing the level limit IMO is a bad idea. As it is now, most of the game > is designed for levels less than 50 (spells you get, etc). Increasing the level > limit is not likely to do anything but delay by a minor amount of people getting > maxed out, and even more whining that 'there should be more level 200 dungeons > out there) and what not. > _______________________________________________ > crossfire-list mailing list > crossfire-list at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list