[CF List] levels & spells
Todd Mitchell
temitchell at sympatico.ca
Fri Mar 29 11:23:22 CST 2002
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.
>
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