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How can you make that statement? Both are extremely situational. Sometimes a tornado might be more destructive, sometimes a healer. It all depends on the chars, percents, positions on the stage, etc.nados are no where near as destructive as a healer to the game.
Hmm I sense a pinch of SALT here? With all of the crazy cockass ideas that have floated around in this thread, simple speculation about removing the **** tent draws ire from Surri?I wonder how it'd be to play another game.
Delay is a function of latency. The only way to reduce it beyond a certain point (which I imagine is reached/nearly reached) is to improve network latency.kys: I agreed with what you were saying until I read "reduce ds". DS isn't such a problem in my opinion. Delay/lag should be reduced first.
You are actually probably right since people report lower lag using AZQ. In which case kaillera is terribly written and we should all switch to 1.7 (which I hope happens). It would be interesting if someone could calculate the minimum delay for a given latency and see how close each netplay comes to it.I thought delay and lag were anormally high due to the kaillera thing being badly written?
DS is not a problem for me at all to be honest. As I mostly p2p, it really rarely DS (maybe once out of 3-4 sessions?) and if I play with the AQZ input plugin I've never had a DS yet.
Best case would be significantly slower than speed of light because of the amount of information it takes to establish one "frame" of gameplay. Unfortunately I don't know nearly enough network analysis to speculate further than that.Speed of light, right? I mean, it takes longer than 1/60th of a second for light to get from America to Japan, so you're never gonna get 1 frame with the Japanese, no matter how much you optimize.
Unless you have a router that supports Quality of Service. Otherwise high bandwidth applications will kill your latency.I see, so delay is already almost at the minimum =(. Well we can forget about playing everyone of the globe online. I still wonder about lag, could something be done? I don't play other online game, but does it also lag really bad because someone at your house is browsing?
Honestly, I don't really know what none of those are, either. TIME TO BE MADE FUN OF
Seems like we all have another thing in common.I'm sorry, but I don't understand what you say. I don't know what bandwidth, latency or Quality of Service are. I know I know everyone's free to make fun of me.
Latency is the time it takes a packet to travel from one computer to another (usually measured in milliseconds using "ping", a round trip packet).I'm sorry, but I don't understand what you say. I don't know what bandwidth, latency or Quality of Service are. I know I know everyone's free to make fun of me.
All priority over bittorrent. So everything is more prioritized than bittorent.It's a little clearer, thank you =). I still don't get that part: "for instance I give all traffic priority over bittorrent, it doesn't make bittorrent run (much) slower". If you give all the priority to bittorrent, shouldn't it be faster? Or traffic priority means "send all the traffic jams there"? And how do you know if you have Quality of Service?
What clubba said. Higher priority means that traffic goes through first.It's a little clearer, thank you =). I still don't get that part: "for instance I give all traffic priority over bittorrent, it doesn't make bittorrent run (much) slower". If you give all the priority to bittorrent, shouldn't it be faster? Or traffic priority means "send all the traffic jams there"? And how do you know if you have Quality of Service?
For all we know, if we had a balanced tornado system (like the timed version I discussed earlier), this could help benefit characters that may need the benefit. Sure, we can predict that it's going to just make things annoying or make things more unbalanced, but you will NEVER know unless it's tried. I don't see what's so wrong with a timed tornado. Can you imagine the things you could do with the knowledge of the tornado timing? You can focus on legit tornado KO's because you know when that tornado will spawn, and where it will spawn. It is up to your opponent to know this knowledge to prevent such a situation from happening. It adds a whole knew flavor to the stage and saying that it should be removed instead of thinking of ideas to make it work isn't helping at all. We know the benefits of removing the Tornado, but it's be better for the competitive AND fun experience if we think of ways to make it work. Yes, this thread is about trying to further our competitive experience in this game, but if we got too deep, we'd end up with only Pikachu and a windless Dreamland. So, here are some more ideas I've came up with:It's actually a good analogy. Nadoes should be gotten rid of, for sure. Would that lead to too much camping? Ban Hyrule, then. If it isn't balanced without wack-*** gameplay-****ing stage hazards, it isn't balanced.
Perhaps. Not so sure about "people dont want to incorporate tactical knowledge of stage hazards into their game" Wouldn't the abyss (Blast Zone, DEATH area, what ever) technically count towards this?No one wants to win by using stage hazards. No one wants to try to incorporate a tactical knowledge of stage hazards into their game.It should be Player vs. Player.
Hyrules nados? Small thing. We're used to it. Leave it in there. But new predictable nados, **** that.The bumper on PC? Small thing. We're used to it. Leave it in there. But new, predictable 'nados? **** that.
Well, I knew the gist of what bandwidth and latency are but I wasn't completely sure. I'm secretly technologically impaired, anyways.As for the router talk, I'm surprised at those of you who didn't know what bandwidth or latency was. I'll admit that I didn't know what Quality of Service was, but bandwidth and latency? Haha, no wonder we have so many ****ty connections on Kaillera
Lets just face it. Me and battlecow is right on this one. Ive used all my other argumentsHyrule nados are not a small thing. That's kind of what everyone's been saying throughout this thread.
thats some answer =)actually bandwith measures the amount of bits available to transfer per second, as different online protocls use different packets, measuring by packets is not really viable.
for those interested, ping is sending an empty ecmp packet getting a packet back from the destination with the amount of time it took to reach.
just for general knowledge, there used to be an attack based on ping called the ping of doom, sending a ecmp packets that are not empty and overloading stacks in servers causing them to crash.
for the "we are at the limit of delay" argument, it is true for today standarts, but the time needed can and will change, as more fiber optics lines will be spread out, and faster packet handling systems are created. however, there is a limit of course, fiber optics transfers information using light, so you could think it can do 7 and a bit rotations of the earth per second, however, fiber optics uses the light bouncing off the edge of the fiber, which slows down the transfer (still amazingly quick).
but you can calculate the lowest it can ever be, if hypothetically it will be straight light line, and will not need servers to transfer data between them, take the distance between the two points in kms, divide it by about 300000 which is the light speed in km/s and you will get the minimum. after that you just need to add all the other stuff bogging it down, and you will see we are not very far away today.
Ah sorry, I meant bits rather than packets (I should read my own posts more carefully).actually bandwith measures the amount of bits available to transfer per second, as different online protocls use different packets, measuring by packets is not really viable.
for the "we are at the limit of delay" argument, it is true for today standarts, but the time needed can and will change, as more fiber optics lines will be spread out, and faster packet handling systems are created. however, there is a limit of course, fiber optics transfers information using light, so you could think it can do 7 and a bit rotations of the earth per second, however, fiber optics uses the light bouncing off the edge of the fiber, which slows down the transfer (still amazingly quick).
but you can calculate the lowest it can ever be, if hypothetically it will be straight light line, and will not need servers to transfer data between them, take the distance between the two points in kms, divide it by about 300000 which is the light speed in km/s and you will get the minimum. after that you just need to add all the other stuff bogging it down, and you will see we are not very far away today.