Character running speed

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sydius
Posts: 99
Joined: Thu Dec 09, 2004 4:07 am

Re: Character running speed

Post by sydius »

sydius wrote:That should be easy to fix server-side. Just keep track of when the last “run” packet was received – if it’s too soon, then put it in a query and discard any additional ones until it is ready.

They had a similar bug in UO, except it was a hack to the client itself which removed the client-enforced wait between steps.

Never ever assume the client is enforcing anything on the player :-)
Oh, on second thought, the way UO fixed it was the server sent a (random) key to the client when it was time for the client to be able to move again, and then the client sends it back the next time it moves, I think. Simple enough, one key, one move – any more, and you caught yourself a hacker.
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bkwrm13
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Re: Character running speed

Post by bkwrm13 »

jivalax wrote:I have direct evidence that height has no effect on speed, as anyone who groups with us knows. Jinari and Jivalax are identical in almost every way, designed on computers that were sitting next to eachother at the same time to be twins. Their skills are also within a few levels of eachother on almost everything. Yet, Jinari runs faster than Jivalax. Jinari is on a computer with a faster processor and newer graphics card. (though ram, and all else is about equal) On the rare occasion where Jivalax is played on the faster unit, Jiv runs faster than Jin. I believe this is almost conclusive evidence that height is not the deciding factor in run speed.

The effects of a slower computer are also evident on speedup powers, my speed3 takes me less distance than Jin's speed2. For SoR it seems obvious faster computers are better.
...Must...fight...urge...to...upgrade...PC. Gaah! Everytime I get excited about upgrading a single PC component, I always think "this is the price of the whole xbox system". I've been on this PC upgrade treadmill before and I don't want to get on again. :)

So now we've got the whole bleeding edge of the PC tech race literally played out in our Ryzom characters. Those at the end struggling to keep up and then leapfrogging to the front as they upgrade and everyone slowly, inexorably falling back into pack as obsolescence takes hold.

The Ryzom universe as a living metaphor of computing tech. A little melodramatic, but I like that.
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sydius
Posts: 99
Joined: Thu Dec 09, 2004 4:07 am

Re: Character running speed

Post by sydius »

How slow/fast your computer is shouldn’t affect your walking/running speed unless it is incredibly slow. If you’re computer can’t keep up because of graphics, then the client should have a frame-skipping option that can be turned up to “however many frames need to be skipped in order for me to stay caught up with my buddy” even if it means one frame per second (a very unrealistic example).

As for those going faster, that should be checked by the server, and I am unbelievably amazed by even the mere notion that it is NOT already, from day one of the beta, even! It’s the number one rule in MMORPG creation, for Yubo’s sake! DON’T TRUST THE CLIENT!

Give me 12-pack of Pepsi and leave me in front of a hex-editor/assembler for long enough, and I’ll give you a hacked version of the client that will let you run from one end of the map to the other in a matter of seconds (assuming you don’t hit anything). Not that I will (I wouldn’t do such a thing), but somebody else certainly will try (and eventually succeed – it’s not rocket science).
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aelvana
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Joined: Thu Sep 23, 2004 5:53 pm

Re: Character running speed

Post by aelvana »

Movement IS server-side -- the hack only modifies speed by a small amount. I'm not sure exactly how it works.

Two weeks into release, me and a bunch of Trykers joined with a bunch of Zorai and made intercontinental trips together. In these raids of 10-20 people, most all experienced raiders from other games, we'd follow VERY closely on each other's tails for long times.

My observations: ALL Trykers ran at exactly the same speed. ALL Zorai ran at exactly the same speed. All Trykers ran slightly faster (VERY slightly over long distances) than all Zorai.

Some time after, some people seemed to move noticably faster by varying degrees. I asked a few knowledgable people what the deal was, and I was told about the new client-side hack.
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xenofur
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Re: Character running speed

Post by xenofur »

they were being careful, the only limit to the speed hack is lag and rubberbanding, otherwise you could run as fast as you wanted
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piknik2
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Joined: Tue Oct 26, 2004 11:11 pm

Re: Character running speed

Post by piknik2 »

I don't mind that my character may be slower than other characters. It is rather strange however that there is NO mob in the game that my character can outrun. You'd think a Bawab or similiar would move at turtle speed, nope, mach speed for all mobs :)
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aelvana
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Re: Character running speed

Post by aelvana »

I'll bet you can outrun yelks :)
lyrah68
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Re: Character running speed

Post by lyrah68 »

how do you find out your FPS, I remember it was on one of the windows during beta, but I am danged if I can find it now, and I went through ALL the windows, even the ones that clearly have nothing to do with performance (like the animals and guild windows).

I would be very thankful if you would post the in game command to get the FPS to show.
lyrah68
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Re: Character running speed

Post by lyrah68 »

I remember back when I was still on newb island that there was a BUG, and I tested this and confirmed it. If you fought a mob that slowed you, when you UNslowed or un snared whichever it was, you would be at run speed of UPTO 250%, which was funny to say the least...it was like having PERMANENT speed up on you.

But NOPE, you could NOT kite, could NOT outrun anything.
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bkwrm13
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Re: Character running speed

Post by bkwrm13 »

lyrah68 wrote:how do you find out your FPS, I remember it was on one of the windows during beta, but I am danged if I can find it now, and I went through ALL the windows, even the ones that clearly have nothing to do with performance (like the animals and guild windows).

I would be very thankful if you would post the in game command to get the FPS to show.
They seemed to have removed that feature from the retail client. Most people seem to be using FRAPS running in the background to check.

You can download a basic version here: http://downloads.guru3d.com/download.php?det=551
Zorai - Hoisin; Matis - Oreilly
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