The Lag-Heavy player
Old 03-04-2016, 11:15 PM   #1
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Default The Lag-Heavy player

We all get lag from time to time, some people unfortunately, like myself have very poor internet which makes some things in NOD next to impossible to do. I do not expect the glitchless team to fix something they have no control over though. Any online game is going to be troublesome for those with poor or erratic internet, but I would like to discuss things that NOD could do differently to help alleviate the impact of the dreaded lag. After all playability is a major aspect of any game.

farming Mobs:

We have had some good things happen with combat in the last few years. Auto looting is a massive one, it saves a great deal of time in moving trophies. Also the hotkey patch helped manage initiating battle and using gems. Both were a great improvement for the lag heavy player. apart from the 'loot to storage' idea I don't think there is much more you could do here.

Resourcing:

Here we have a problem. Apart from mining and woodcutting, resourcing is nothing short of a nightmare for the lag-heavy player. Ive been fishing, waiting for the rod to bend, then click only for the delay to be so long that 'you failed to set the hook in time' becomes my common 'pull'. Also Dust collecting (which I find an entertaining game) is the worst of all the games. Your dust collecting, click on a tile, and it does nothing, then you get the the shaded timer thing happen, still does nothing, click it again, same thing happens. Most times you run out of time before you finish the game. Similar story with gardening (although not quite as bad). All this time your RRT is ticking over.

Solution: make the mingames work like woodcutting and mining. These games run independently from needing to hit the server every click. I can do these 2 with the lag, it takes longer ofc and you have to wait like usual between stages (fight, attack, loot) but once you click that icon, the mingame plays just fine. Sometimes there is a delay at the end ofc when it contacts the server, but that is fine. There has to be a way to make all the minigames work like that. Have the results of the game ascertained in the game, then its just the one contact to server to say what we got.

Alternately have a set amount of RRT that is used when resourcing. This would at least mean there is a set 'RRT payment' for the activity. This is my least preferred option though as I like the randomness within the game. Sometimes when foraging for example, you find the plant right away, other times you just make it.

crafting:
Another aspect of the game that can be annoying. Not so much when working with 1 or 2 different ingredients, but with several. Each ingredient of differing amounts all need to be moved into the tool. This can be a real pain because typically there may be a 1-2 second delay with every click. Ive never tried crafting on a phone or tablet, but I imagine this would not be a very enjoyable experience.

Solution: You have said your doing crafting memory and recipe loader ideas, these are great ideas that would solve this problem for me. I am personally hoping these patches come sooner rather than later. Also another thing that could be done is simply remove the code for each crafting tool that closes the window after each item is made. Just leave it open, there is an exit button already present, that is what we hit after we have finished. This would at least eliminate the 'rightclick, use tool' that we have to go through every single time we want to make something.

Anyways, just some thoughts while I'm resourcing with heavy lag.
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Old 03-04-2016, 11:35 PM   #2
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Bump this a few days after the new client is released. We're going to have more precise control over client side timing, which may allow for more predictive latency compensation for the repeated actions you're referring to.
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Old 03-04-2016, 11:52 PM   #3
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tyvm
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Old 03-05-2016, 08:07 AM   #4
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im excited.. and thanks dav i think this solution will be a whole heap of help for lots of nod players :-)
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Old 03-17-2016, 03:32 PM   #5
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Bump time?
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Old 03-19-2016, 11:50 AM   #6
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Not yet I'm afraid.
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Old 03-19-2016, 07:38 PM   #7
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we're with you Glitch, you can do it!
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Old 03-28-2016, 01:55 PM   #8
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The current PC client has some latency compensation, but we're not done yet. v2.127 will allow for noticeably faster consecutive actions for players with high pings and dropped packets are recovered faster, however, lag spikes are not compensated for as well as can be yet.

Also Davross, in testing you mentioned the Gardening and Dust Collection games behaving differently during lag spikes. If you or anyone else can provide a video demonstrating that, we may be able to change the behavior of the offender.
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Old 03-29-2016, 03:29 PM   #9
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The latest client now has the lag spike compensation mentioned above, which will prevent adding additional global cooldown time to a packet that has already been delayed by a large lag spike or corruption. From patch notes:

-More optimizations for laggy players have been put into place. This will not fix lag, but it can reduce the effects caused by delayed or corrupted packets.
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Old 03-29-2016, 09:35 PM   #10
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Thanks Glitch for all your hard work and your care for us Nodiatians
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Old 03-31-2016, 11:18 AM   #11
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nice one bro ded1 >.<
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Old 03-31-2016, 11:18 AM   #12
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bro dav is awesome \o/ keep it bro dav >.<
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