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How do I fix the Combat Queue and how do I add more Action bars to the screen?

MMOExposedMMOExposed Member RarePosts: 7,400

How do I fix the Combat Queue and how do I add more Action bars to the screen?

 

I notice I dont seem to have a combat queue. is this a bug?

Philosophy of MMO Game Design

Comments

  • GdemamiGdemami Member EpicPosts: 12,342

    Archeage does not have a skill queue, you are left to whim of your latency.

  • SomeOldBlokeSomeOldBloke Member UncommonPosts: 2,167
    Action Bars: Options>Shortcuts>Ticky
  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by DMKanoApparently XL is working on it (unofficially).

    "Official authority is working on it, unofficially. That is apparent, isn't it?"

    Like...seriously?

  • NightliteNightlite Member UncommonPosts: 227

    I loved how on some days when the zone was quiet.. I would attack normally and enjoy the game. On those other days when my latency was up.. I mean seriously?

    Everyone had their gripes, this was mine.

  • SelfDestructProSelfDestructPro Member UncommonPosts: 323
    I think everyone is looking at this on too small of a scale.  In my experience with this latency, and I'm on 40Mbps, I would literally have a 1.5-2 second stutter with each mob.  I don't know if everyone else is having that issue, but I highly doubt a queue is really going to fix that.  That along with absolutely no interest in the story whatsoever, is the reason I won't be playing anymore.
  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by DMKano
    Originally posted by Gdemami

     


    Originally posted by DMKano

     

    Apparently XL is working on it (unofficially).


     

    "Official authority is working on it, unofficially. That is apparent, isn't it?"

    Like...seriously?

     

    Seriously

     

    How do you go from "We agree, and are talking with XL Games about it." to "Apparently XL is working on it (unofficially)."?

    If anything, It's a non-committal response. Whenever I see those,  just put it to bed cuz the discussion is over, case closed, it aint-never gonna happen.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by GeezerGamer
    Originally posted by DMKano Originally posted by Gdemami   Originally posted by DMKano   Apparently XL is working on it (unofficially).
      "Official authority is working on it, unofficially. That is apparent, isn't it?" Like...seriously?
      Seriously  
    How do you go from "We agree, and are talking with XL Games about it." to "Apparently XL is working on it (unofficially)."?

    If anything, It's a non-committal response. Whenever I see those,  just put it to bed cuz the discussion is over, case closed, it aint-never gonna happen.


    Spot on.

    It just shows how untrustworthy people defending/supporting the game on these boards are. They are so detouched with reality and common sense.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by SelfDestructPro

    I think everyone is looking at this on too small of a scale.  In my experience with this latency, and I'm on 40Mbps, I would literally have a 1.5-2 second stutter with each mob.  I don't know if everyone else is having that issue, but I highly doubt a queue is really going to fix that.  That along with absolutely no interest in the story whatsoever, is the reason I won't be playing anymore.

    Without a queue, you need to execute the skill at specific point in time - not too early, not too late, which is difficult to do due information send to the server is delayed(latency). The skill queue compensate for the latency since you can send the command "earlier", it will be then put into a queue on server and executed after the previous skill finish.


    Your issue seems to be rather unrelated to network latency referred to in this thread.

  • syntax42syntax42 Member UncommonPosts: 1,385
    Originally posted by SelfDestructPro
    I think everyone is looking at this on too small of a scale.  In my experience with this latency, and I'm on 40Mbps, I would literally have a 1.5-2 second stutter with each mob.  I don't know if everyone else is having that issue, but I highly doubt a queue is really going to fix that.  That along with absolutely no interest in the story whatsoever, is the reason I won't be playing anymore.

    You don't seem to understand how a combat queue works.

     

    The first thing to keep in mind is your latency to the server.  That is the time it takes for you to send data to the server and for the server to send data back to you.  The next thing to keep in mind is server load, which adds to perceived latency and is nearly impossible to measure accurately from a client view but can be estimated based on average times during peak and low server loads.

    Here is a model for how a game without a combat queue works, assuming a 2-second animation and 250ms latency:

    0.0s You press ability button -> data gets sent to server

    0.25s Latency added; Server starts ability -> server tells you to start ability

    2.25s ability finishes -> server tells you ability is finished

    2.5s Latency added.  You can press a button again (reaction time) ->  you press button again and send data to server

    2.75s Second ability starts (latency added)

    In that model, latency has a large impact on your ability to activate abilities.  Someone with a low latency will be able to activate abilities much faster than someone with 250=500ms latency.

     

    Now look at a model with ability queues.

    0.0s You start an ability.

    0.25s Server receives data and starts the ability.  Tells you ability started.

    0.5s You can press another button and add an ability to the queue.

    0.75s  Ability added to the server's queue for your character.

    2.25s First ability finishes.  Second ability starts.

     

    That's a whole half of a second difference between the second ability for someone with a 250ms ping and 2s ability activation.  The thing to take away here is what the server sees matters more than what you see for the purposes of ability activation.  If something silly like a lack of ability queues delays the data being sent due to latency on the internet, people are going to complain about the unfair advantage that those with low pings have.

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by GeezerGamer
    Originally posted by DMKano
    Originally posted by Gdemami

     


    Originally posted by DMKano

     

    Apparently XL is working on it (unofficially).


     

    "Official authority is working on it, unofficially. That is apparent, isn't it?"

    Like...seriously?

     

    Seriously

     

    How do you go from "We agree, and are talking with XL Games about it." to "Apparently XL is working on it (unofficially)."?

    If anything, It's a non-committal response. Whenever I see those,  just put it to bed cuz the discussion is over, case closed, it aint-never gonna happen.

    All the discussion between XLGames and Trion brought to light is that IF the skill queue was ever going to be implemented, it would be a major piece of work, which by implication would take a lot of time and money.

     

    It pretty much looks like XLGames's plan is not to "build an ArcheAge for the western market", but rather to give non-Korean players access to the Korean version by using publishers to localize (i.e. translate) the game. This way they can make some extra money without incurring any significant costs.

     

    Some would say that XLGames will not make this effort for a game that was launched 2 years ago. I guess it all depends on the amount of money that the game makes in the NA/EU market. Evidently the revenue from the Russian version was not sufficient to motivate XL to start work on a skill queue.

     

    It's a bit of a conundrum really: if the game makes a lot of money in a given market (without a skill queue), why bother spending the extra cash to add one ? If the game doesn't make a lot money in that market, there's no justification for spending extra development time and money on it at all.

     

     

  • farbegefarbege Member UncommonPosts: 305
    Originally posted by SpottyGekko

    All the discussion between XLGames and Trion brought to light is that IF the skill queue was ever going to be implemented, it would be a major piece of work, which by implication would take a lot of time and money.

     

    It pretty much looks like XLGames's plan is not to "build an ArcheAge for the western market", but rather to give non-Korean players access to the Korean version by using publishers to localize (i.e. translate) the game. This way they can make some extra money without incurring any significant costs.

     

    Some would say that XLGames will not make this effort for a game that was launched 2 years ago. I guess it all depends on the amount of money that the game makes in the NA/EU market. Evidently the revenue from the Russian version was not sufficient to motivate XL to start work on a skill queue.

     

    It's a bit of a conundrum really: if the game makes a lot of money in a given market (without a skill queue), why bother spending the extra cash to add one ? If the game doesn't make a lot money in that market, there's no justification for spending extra development time and money on it at all.

     

     

    good god. people really request a company to mantain more version of the same game (i mean really, the technical code ?)   The world isn't west centric.

    No company has done it before why XL games should.  I am glad and thankfully XL games share this game with the rest of the world.

     

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by DMKano
    Originally posted by SpottyGekko
    ...

     

    It's a bit of a conundrum really: if the game makes a lot of money in a given market (without a skill queue), why bother spending the extra cash to add one ? If the game doesn't make a lot money in that market, there's no justification for spending extra development time and money on it at all.

     

     

    What if the NA/EU profits are far above all other regions combined - would it make more sense to start customizing the game for NA/EU regions and not worry so much about other regions?

     

    Perhaps, but that would mean that XLGames would have to feel confident that they could build a game that caters specifically to NA/EU tastes. They would also have to be confident that the extensive game play changes would actually generate MORE profit than the current version, otherwise why bother ?

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by DMKano

    What if the NA/EU profits are far above all other regions combined - would it make more sense to start customizing the game for NA/EU regions and not worry so much about other regions?

    Depends more on if the profits from NA/EU are far above of new game they are about to release.

    That is how asians do it. More low budget poor games rather than one large budget project and long term post-launch support and development we see in west.

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by DMKano

    Again IMO focusing Dev efforts on 2.0 is the way to go

    It is called Civilization Online.

    http://youtu.be/QgoaDU_mFYo

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