Showing Posts For Mortinious.9417:
Server: Ring of Fire
Time: After about 4pm (GMT +1)
So after searching what feels to be the entire internet for an answer but none to be found i’ll try to post about the problem. I get strange lateny issues like many other people in the community.
I have traced the server address and got a resonable result of 0% package loss and about 50 ms ping. No problem here.
BUT then in-game i get frequent latency issues of about 2 sec where the game dont updates and lots of small lags making mobs blink around the battlefield.
Every other game works brilliantly without any lags at all.
Edit: I am also kinda confused about what server actually handles the world (combat/mining/tailking etc). There are 4 active addresses in the resource manager and the 64.25.47.25 is the only one that can be pinged.
Tracing route to 64.25.47.27 over a maximum of 30 hops
1 5 ms 1 ms 2 ms 10.0.0.1
2 2 ms 3 ms 4 ms vood.lan [192.168.1.1]
3 11 ms 9 ms 10 ms 83-177-80-1.cust.tele2.se [83.177.80.1]
4 47 ms 14 ms 13 ms obo1-tvds-3.vlanif7.tele2.net [130.244.4.221]
5 9 ms 9 ms 9 ms obo1-pe-3.tengigabiteth1-1s451.tele2.net [130.24
4.41.154]
6 13 ms 12 ms 12 ms kst5-core-1.tengige0-5-0-9.tele2.net [130.244.68
.142]
7 * * * Request timed out.
8 12 ms 13 ms 12 ms ge-1-0-3.BR2.STK2.ALTER.NET [146.188.49.13]
9 40 ms 37 ms 41 ms so-0-2-0.XT1.FFT1.ALTER.NET [146.188.15.230]
10 37 ms 41 ms 47 ms xe-0-2-0.GW8.FFT4.ALTER.NET [149.227.16.74]
11 40 ms 39 ms 40 ms 213.71.135.138
12 44 ms 35 ms 36 ms 206-127-157-86.plaync.com [206.127.157.86]
13 42 ms 37 ms 42 ms 206-127-157-102.plaync.com [206.127.157.102]
14 50 ms 47 ms 38 ms 64.25.47.27
Trace complete.
(edited by Mortinious.9417)
For PvE dungeons, I’d mostly be satisfied if they’d add a third pet mode.
- Peaceful: don’t attack at all.
- Attack: stand there and attack no matter what.
- Careful: attack when you can, but avoid/move out of red circles, interrupt current action and immediately return if called (so you can reliably use F3 to avoid a boss’ big attack).
Maybe add a mechanic where hitting F1 with the pet’s current target targeted makes the pet dodge/evade.
I had a simillar idea by making pets having a endurance bar and making them evade for 1.5 sec on recall. This would burn half the just lika a player-dodge. Also making them unable to attack while dodging will calm ppl rageing about invincible pets.
I’ve been thinking of the solution to the pet dying problem.
It is to give pets endurance just like players and make them evade attacks for about 1.5 sec when getting recalled. This would burn half the endurance just like normal dodging. Also making them unable to attack during the evasion will balance out the fact of invincible pets.