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group waypoint arrow recommended fix is missing the point

ArcAngel3ArcAngel3 Member Posts: 2,931

Apparently at the summits recently people were told that a "soft log" corrects the group waypoint arrow problem--the one where the distances and directions are all wrong.

There are many times when a soft-log isn't a helpful option.  When I last played I did a pvp event as a medic.  Well getting to team mates to rez them was important, and you can't do a soft log in the middle of a pvp event.  Well you can, but then you and your team just lose.  FYI that's not very entertaining.

Comments

  • SioBabbleSioBabble Member Posts: 2,803
    Originally posted by ArcAngel3


    Apparently at the summits recently people were told that a "soft log" corrects the group waypoint arrow problem--the one where the distances and directions are all wrong.
    There are many times when a soft-log isn't a helpful option.  When I last played I did a pvp event as a medic.  Well getting to team mates to rez them was important, and you can't do a soft log in the middle of a pvp event.  Well you can, but then you and your team just lose.  FYI that's not very entertaining.



    Yet another pathetic suggestion from a group of developers who whine about everything they're asked to do, to include showing up for work, as "too harrrrd!"

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • KazaraKazara Member UncommonPosts: 1,086

    The devs don't know the difference between a work-around and an actual fix. Anyone really surprised? This will put a real fix on the backburner indefinitely.

    image

  • To be honest, there is so much trash code there in the client and server from the YEARS of incompetence and 180 degree direction changing that I'm surprised that the thing even loads.

    Never expect the Devs to choose an efficient way to do anything.  For example, they are still using UDP packets (which aren't error correcting) instead of TCP, which is one of the reasons why commands fail all the time.

     

  • SioBabbleSioBabble Member Posts: 2,803

    Originally posted by salvaje


    To be honest, there is so much trash code there in the client and server from the YEARS of incompetence and 180 degree direction changing that I'm surprised that the thing even loads.
    Never expect the Devs to choose an efficient way to do anything.  For example, they are still using UDP packets (which aren't error correcting) instead of TCP, which is one of the reasons why commands fail all the time.
     

    You have got to be kidding me.

    UDP is stone knives and bearskins compared to TCP which was the standard BEFORE THEY STARTED DEVELOPING THIS GAME!

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  •  

    Originally posted by SioBabble


     
    Originally posted by salvaje


    To be honest, there is so much trash code there in the client and server from the YEARS of incompetence and 180 degree direction changing that I'm surprised that the thing even loads.
    Never expect the Devs to choose an efficient way to do anything.  For example, they are still using UDP packets (which aren't error correcting) instead of TCP, which is one of the reasons why commands fail all the time.
     

     

    You have got to be kidding me.

    UDP is stone knives and bearskins compared to TCP which was the standard BEFORE THEY STARTED DEVELOPING THIS GAME!

     

    /dons network engineer's hat

    Yep, if you packet sniff the client chain, it's almost all UDP traffic.  Over 90%.  There are ways to give UDP some error correction but it almost always ends up being less efficient than just using TCP.

     

     

     

  • ThunderousThunderous Member Posts: 1,152

    I wasn't aware that anyone still used UDP...

    If that's true what could possibly be the motivation in it? 

    Tecmo Bowl.

  • AfroPuffAfroPuff Member Posts: 207
    Originally posted by Thunderous


    I wasn't aware that anyone still used UDP...
    If that's true what could possibly be the motivation in it? 

    I recall hearing a song and dance from one of the designers that UDP was chosen to keep lag times down especially during combat- that it was inherently "faster" than TCP in the context  of their application.

    image
    SWG Team Mtg.

  • SioBabbleSioBabble Member Posts: 2,803

    Originally posted by AfroPuff

    Originally posted by Thunderous


    I wasn't aware that anyone still used UDP...
    If that's true what could possibly be the motivation in it? 

    I recall hearing a song and dance from one of the designers that UDP was chosen to keep lag times down especially during combat- that it was inherently "faster" than TCP in the context  of their application.


    Oh, this is rich.

    To keep the lag time down?  Yet they INSIST on trying to run this thing real time/twitch when the entire reason for a turn based approach is to deal with latency issues (which is net traffic) as opposed to lag (which is a data processing issue)?

    Cripes, the choke point isn't the damn net...it's their kludge-infested code!

    CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.

    Once a denizen of Ahazi

  • I could see UDP as being  viable, and yes it will reduce lag because UDP packets are smaller than TCP, IF you plan the stream right...

    Such as a hard one second cap on actions, like pre NGE...

    The NGE allows 4-5 attacks a second, thus violating that.

    This is fundamentally why the NGE combat system is fatally flawed.

     

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