Well some stuff were sad about ut2007 and they came up with a "problem" of ut2k4 (the bold part) what you think? Does this effekt our DB? O_o
/me thinks about boosting and 4jumps
English:
Down With The Hip-Hop
Also expect to see a big change in player movement, with a lot of UT2K4's bounciness dialed down. "You want the player to feel very powerful and free and able to do all kinds of cool stuff -- but it's not so cool when you can't hit the people you're playing against because they're doing [so much jumping around]. And there are also network considerations, especially since [a big part of this game is] Internet focused. It's hard when you've got some latency," Steve says.
German Translation:
Schluss mit dem Umhergehüpfe
Viel Neues darf man auch vom Player Movement erwarten, weil viel vom Gespringe und Gehüpfe aus UT2004 rausgenommen wird. "Der Spieler soll sich mächtig fühlen und frei allerlei coole Dinge zu machen, aber es ist einfach nicht cool, wenn man seinen Gegenspieler nicht erwischst, weil andauernd wie blöd durch die Gegend springen. Außerdem erzeugt das auch Probleme mit dem Netzwerk. Viele 'Lags' in UT2004 sind darauf zurückzuführen." sagt Steve.
info from: http://www.1up.com/do/feature?pager.off ... Id=3140119
Do you think this affects Deathball?
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Maybe i ask it wrong (wasnt talking about 2k7)but..
..what i ment was:
Do you think our UT2k4 mod DB is effected by this "latency cause of jumping" ?`I mean with boosting and stuff there is more "jumping around" as in the normal 2k4 games (partwise). Or isnt it really there or so small that we would not feel it.
you know?
..what i ment was:
Do you think our UT2k4 mod DB is effected by this "latency cause of jumping" ?`I mean with boosting and stuff there is more "jumping around" as in the normal 2k4 games (partwise). Or isnt it really there or so small that we would not feel it.
you know?
it's just normal latency caused by the packet transfer between client and server. it affects every game that is played online. the jumping around, such as in DM, is especially seen online as a problem since people can jump around and not be in the same position in reality as in an opposing client's screen due to the latency from packet transfer, however, it doesn't affect DB as much in terms of jumping as it does in things like keeping where people believe they caught balls, but in reality haven't