Glider suggestion
It’s in mashing the spacebar. I found that if I hit space more than twice too fast it would snap open the glider (moments later if lagging) then close it because I was mashing the spacebar and thus fall to my death.
Not sure if you’re aware but it actually deploys right away if you jump and tap jump again while high enough off the ground, you don’t need to wait for the visual prompt. I didn’t have any lag going on myself, so I can’t say anything in regard to that.
Not sure if you’re aware but it actually deploys right away if you jump and tap jump again while high enough off the ground, you don’t need to wait for the visual prompt. I didn’t have any lag going on myself, so I can’t say anything in regard to that.
Not referring to the visual prompt, I know I can deploy glider at the top of my jump. What I’m referring to is the delay between mashing spacebar and glider deploying. If I’m playing with 500ms ping, my glider won’t deploy until 500ms later. This makes it kinda difficult to time my glider so it opens right before I hit the ground. I have to take ping into consideration.
Wouldn’t it suck if you hit jump and your character doesn’t jump until 500ms later?
Can someone from Anet please answer this for me; does glider deployment happen on the client-side like jump/dodge?
(edited by zerocool.9842)
If you press and hold spacebar it jumps and deploys the glider, if you are high enough, automatically, no need to double tap or to wait for the visual prompt. Not sure if that’s what you’re asking for though.
If you press and hold spacebar it jumps and deploys the glider, if you are high enough, automatically, no need to double tap or to wait for the visual prompt. Not sure if that’s what you’re asking for though.
Yea, I didn’t know that during BWE1. Someone told me after-the-fact, lol. I’ll definitely try that during BWE2.
My question is more technical tho. Is glider deployment server-side? Think about dropping from a high cliff, waiting till you get close to the ground, then deploying glider right before you hit ground. I’d have to take ping into consideration and judge how early I’d need to open glider.
When I jump, I jump instantly – no need to ask the server if I can jump.
When I deploy glider, it has to ask the server first, then once server says it’s ok, it will open for me. That round-trip between client and server is gonna be a killer.
My question is more technical tho. Is glider deployment server-side? Think about dropping from a high cliff, waiting till you get close to the ground, then deploying glider right before you hit ground. I’d have to take ping into consideration and judge how early I’d need to open glider.
When I jump, I jump instantly – no need to ask the server if I can jump.
When I deploy glider, it has to ask the server first, then once server says it’s ok, it will open for me. That round-trip between client and server is gonna be a killer.
Like all movement, it revolves around being both serverside and clientside at the same time. People imagine the server often as an imaginary hall where your character and all other characters are moving. This is not true. It looks much more like this:
https://www.youtube.com/watch?v=cVAaNNFWVPo
(well not that either, but I hope you got my point, it is load of data being recieved and sent).
In essence what happens is that client is doing most of the work. They render the 3d environment, they see you press space so you need to deploy the glider and they show you deploying the glider. They also sent this info to the server. They verify you do that correctly and then broadcast the info bout your location and action (deploying the glider) to all other clients with characters close to you.
So the issue you are recognising is fully client bound. If you got serverside lag it will always be in the form of rubberbanding (so the client broadcasts info bout your location and actions to the server, it never gets there cause of networklag or serverissues and when it does get through, the server will tell the client that you can’t be there and orders the client to put you back in the last known location). There is however a client side of lag that can be caused by the input from the server. That happens when there are a lot of players around. The client gets so much info broadcasts of other players, the rendering process gets into a queue and will start skipping (more) frames. If framerate drops between a certain level (40-ish) we will notice it cause of reactiontimes, and if it drops below 16, it is clearly notable (the sldie-show effect). This last one can always be solved by lowering your graphics.
To get back to topic. During the closed bate (the one you needed the portal stone for), the glider felt clunky and I had simular issues. During the first BWE I had much lesser issues. I think it all comes down to practise.
I remember how I had a lot of trouble with jumping puzzles when GW2 launched. But I got the hang of and solved it. The same was with the zaphyrites cliffs. It took me some time to get used to that. So it is with this. If you’ve never been on a bike you will fall and fail. But with practise you’ll get better!
Arise, opressed of Tyria!
Like all movement, it revolves around being both serverside and clientside at the same time. People imagine the server often as an imaginary hall where your character and all other characters are moving. This is not true. It looks much more like this:
https://www.youtube.com/watch?v=cVAaNNFWVPo(well not that either, but I hope you got my point, it is load of data being recieved and sent).
Lol, I got a kick out of that. When I clicked the link I was imagining seeing a schema not the matrix XD lol. Loved that answer all the more.