As said, the game is not meant to be realistic. While having volume in addition to weight would make sense, it is also a lot of work to do - all items would need to hvae a 'volume' field added. Plus, I've played games with volume (eg, some number of slots to carry stuff), and I find them somehat annoying (have to re-arrange stuff for something to fix, etc). Having both volume and weight would probably be really annoying - eg, I have to weight to carry that, but not volume - let me see what is large, and drop that, pick up this dense stuff, etc. I don't think such a change really adds anything. Now one can certainly make the case that characters can carry too much stuff right now. I'd first note that while weights are listed in kg's (kilo grams), I think those weights are out of whack - 100 kg for armor, etc. I think if you did a simple substituion of kg -> lb (eg, keep all the game weights the same, just call it something different), things start to get more reasonable Now characters can carry a whole bunch. But as mentioned before, not 100% if reducing it will make a big difference - it may just mean more trips back and forth to loot the dungeon. If it was extreme enough, it could mean characters can't carry 6 weapons to choose from into battle, but even then, I think you'd just find things more annoying (oh dragon. Let me go fetch by dragonbane). Now changing speed won't fix the problem - some things will still move too slow (arrows, and lightning bolts). But if we give those say a speed of 1.0, or near it, at least now you won't be able to fire an arrow and then run and catch up with it. about the buffering: There is a certain amount of buffering tha happens. You can adjust this on the clients with the 'cwindow' command. If you do 'cwindow 1', basically means the client won't send another command to the server until it gets confirmation that the last one was executed. The ideal value for most people is probably in the 2-3 range. You generally want the server a little ahead of lag (eg, in the 1 case above, you're character won't be doing something many times when he could be). If it is too much, then you get the case you describe - quite pressing the key, and the client keeps on doing something. That isn't directly related to speed. IT's indirectly related in that we are talking 'commands', and if the player has a really slow mean, it may mean they only do 1 command every 10 ticks. So if the cwindow is set to 6, that could be a 60 tick delay between when you stop pressing and the character catches. For meditation, this is actually a bit worse, because meditation takes more player time then usual - most actions take speed 1. I think meditation takes speed 3 or 4. The client could certainly be smarter and more dynamic on the window - the client does know the player speed, so can know for example that player has speed 0.1, so a relative low window is appropriate, but if the player speed if 1.0, a bit higher window could be used. However, the client has no direct way of knowing how much time the command in question takes, so things like meditation would still screw it up a bit. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel