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Smoother and Faster?

Posted: Wed Jul 15, 2009 7:57 am
by Arvemor
Hey there! I feel a little odd making a suggestion for a game I've been playing for about three hours...
It looks fantastic, and I'm sure it's great fun, I just haven't found any real people yet.
I think the reason there isn't many is because the game only attracts those who "just" want a roleplay. For those who don't mind so much, they could be put off by the jerkiness of moving, and the speed at which you do move.

I dunno, perhaps these sorts of things could be fixed, and maybe we could take it upon ourselves to advertise the game. But I guess you should make sure that someone will be there to greet them when they come in. Just so they get a good first impression. Be real friendly and maybe they'll invite more people too. I'm not saying it's not friendly or anything...on the contrary it looks like a great community...it's just a little small. Any way. just my ideas.

*Edit* Oh yeah, I love being able to customize my characters appearance...I know others do too.

Posted: Wed Jul 15, 2009 8:03 am
by Sssari
You have much to learn young one.


:?

Alot of those things are sadly just not possible at the moment.
I'll let a tech junkie explain the rest if needed.

And if the jerkiness of the movement keeps people who rp on the side away...make it jerkier! :wink:

Anyway! Welcome to Illarion! :D

Posted: Wed Jul 15, 2009 8:22 am
by Arvemor
Lol, whatever. We need more people. Why is it simply not possible to invite more people to play? The map is dead.

Posted: Wed Jul 15, 2009 8:29 am
by pharse
I'm sure he replied to that:
Oh yeah, I love being able to customize my characters appearance...I know others do too.
It's called paperdolling. Possible of course, but several thousands of new graphics are needed. We lack of manpower.


Invite more people? Sure, help promoting Illarion:
http://illarion.org/community/wiki/index.php/Promotion


Welcome on board.

Posted: Wed Jul 15, 2009 12:00 pm
by Llama
Arvemor wrote:Lol, whatever. We need more people. Why is it simply not possible to invite more people to play? The map is dead.
Feel free to tell your friends, family and enemies about the game then ;)

Also, if you find movement too jerky, try reducing the frame-rate from options, it'll use less processing and therebye go smoother.

Posted: Wed Jul 15, 2009 3:40 pm
by Tanistian_Kanea
however i still agree there should be a run option or something. moving is really slow, and above average agility currently has little effect since "maximum" speed is the the same for all characters. perhaps just change that so it reflects agility?

edit: but i think i already proposed this.

Posted: Wed Jul 15, 2009 7:49 pm
by Rekarafi
Like the idea of running.

Maybe double speed but you get hungry faster?
Or can only run a certain time then you must make a break?
(time depending on constitution and speed maybe.)

Posted: Wed Jul 15, 2009 8:06 pm
by Estralis Seborian
Currently no "running" is possible. It it were, we'd have it.

In other words; our characters already run at maximum speed. More is not possible without fundamental changes.

Posted: Wed Jul 15, 2009 9:32 pm
by Rekarafi
depending on what "fundamental changes" mean exaclty...
sometimes they can be good, sometimes they are crap n' timewaste ;-)

Posted: Thu Jul 16, 2009 12:25 am
by Llama
Rekarafi wrote:depending on what "fundamental changes" mean exaclty...
sometimes they can be good, sometimes they are crap n' timewaste ;-)
It means a change to the server code, and a change to how the client communicates.

Posted: Thu Jul 16, 2009 1:03 am
by Rekarafi
Ok, convinced.

Didnt know 'bout that, but i like the game with the actual speed, too. Its the RP which is the best thing in illa (most of the time)

Posted: Sat Jul 18, 2009 3:20 pm
by Nitram
The technical speed limit is caused by the way the walking works.

Basically it it works this way:

Client tells the server

Code: Select all

I want to move north!
Server sends back eigther

Code: Select all

No wai! :O
or

Code: Select all

Alright, move north. Moving speed will be ..., new position is ..., the tiles that now get into view along with the items on them: .............................................
Then its done and the next step is performed. When walking along, so keeping the walking key pressed the client sends 200ms before the move really is done the next step to reduce the influence of the latency. Move can't be done currently.

The speed is after all limited by the speed of your internet connection, so the speed how fast the server can send the updated map data and the acknowledge signals for your client. Also the server needs to do this all time for all clients, but thats not really the problem.

Nitram

Posted: Sat Jul 18, 2009 4:15 pm
by Eadgar
Of course (another new player here) then we run (or, rather, jerk) into issues like I kept ending up in last night: we can't run away from monsters that will kill us.

I was wandering around the map and ended up walking into a mess of wolves, and was unable to get away before they killed me. The cross that I was directed to had a demon skeleton right there on one side, and then more skeletons wandering around the forest on the others. Despite my best efforts, I spent the better part of 2-3 hours making repeated attempts to run from the cross, and past the undead, to the safety of Troll's Bane... but the undead (and the wolves for that matter) seemed to move slightly faster than I could.

I'll try lowering my frame rate, but it would be nice if there was a way to effect an effective retreat.

Posted: Sat Jul 18, 2009 4:45 pm
by Tanistian_Kanea
wolves do move fast the characters no matter how fast their agility while on grass or other high speed tiles. however if you have high enough agility you can outrun them on "slow" tiles like forest (mind i also had a character with 27 agility when i did this.... fairies are good for that) but i also did a similar proposal when i had the same problem (except mine was because with 27 agility i should be able to outrun time, let alone a wolf [considering it says with 18 agility you could almost outrun wolves and with 20 outrun the sky falling...])

Posted: Sat Jul 18, 2009 5:07 pm
by Velisai
Gobaith is a dangerous place, try to find another character who will teach you how to fight and/or run away effectively if you have to. Some might even offer you to accompany you somewhere or at least warn you of the dangers of certain places.
Can't say it often enough, talk to people.

On the technical aspect of running, I have to say that it is definitely possible to escape any monster with a mediocrely agile char (mine has 12), you just have to know how. Also the jerkiness most likely comes from high ping times, which can't be helped really if you are far away from the server.

Posted: Sat Jul 18, 2009 5:10 pm
by AlexRose
Learn how to run away effectively?! XD

Some people...

Posted: Sun Jul 19, 2009 12:16 am
by Nitram
A hardly known but cool feature of the monsters:

When following you they stop from time to time. Waiting a few seconds to give you the chance to get away.

Posted: Sun Jul 19, 2009 12:29 am
by AlexRose
Protip: Walk on gravel path wherever possible.

Posted: Sun Jul 19, 2009 12:42 am
by Llama
Protip #2: If you are alone, you need to outrun the monster. If you're with a friend, you only need to outrun your friend.

Posted: Sun Jul 19, 2009 12:43 am
by Dangron
Hadrian_Abela wrote:Protip #2: If you are alone, you need to outrun the monster. If you're with a friend, you only need to outrun your friend.
lololol

Posted: Sun Jul 19, 2009 2:25 am
by Velisai
Protip #3: Monsters prefer moving north or south before they move east or west, you can use that to your advantage at terrain borders for example.
Learn how to run away effectively?! XD

Some people...
If you have something helpful to say, feel free to send me a PM about it.

Posted: Sun Jul 19, 2009 2:53 am
by Aust
Nitram wrote:A hardly known but cool feature of the monsters:

When following you they stop from time to time. Waiting a few seconds to give you the chance to get away.
Yup=)

Thanks to this, even my mage char with minmum agility can outrun wolves. It even works when I play on my shitty cottage connection on a crap laptop.

Posted: Sun Jul 19, 2009 3:29 am
by Eadgar
Velisai wrote:Protip #3: Monsters prefer moving north or south before they move east or west, you can use that to your advantage at terrain borders for example.
How do different terrains affect movement, I'm figuring it out slowly; but it's not a function that I have been able to find documentation on (perhaps my largest complaint as a new player).

Posted: Sun Jul 19, 2009 3:56 am
by Vern Kron
Basically...
Dirt, forest, rocks, dungeon and sand will slow you down. If your character is agile, it won't be much of an issue. Higher agility = Less of a slow down. Wooden floors are the best thing to walk on. Marble and carpet and roof types may effect as well. The higher your agility, the less you are effected by any of it. But, the higher your agility, most likely you will cut from some place else, I.E. strength. Which means you carry less, and sometimes makes you slower.

Posted: Sun Jul 19, 2009 4:12 am
by Eadgar
Vern Kron wrote:Basically...
Dirt, forest, rocks, dungeon and sand will slow you down. If your character is agile, it won't be much of an issue. Higher agility = Less of a slow down. Wooden floors are the best thing to walk on. Marble and carpet and roof types may effect as well. The higher your agility, the less you are effected by any of it. But, the higher your agility, most likely you will cut from some place else, I.E. strength. Which means you carry less, and sometimes makes you slower.
Thanks!
That helps alot...