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Crowfall download slow
Crowfall download slow










crowfall download slow
  1. Crowfall download slow software#
  2. Crowfall download slow free#

There is a decent amount of desync when players are congested and if someone is trying to put distance on you, but you are right there with them single target skills just don't land reliably enough.

Crowfall download slow free#

Stealthers imo should have one ability to get out of jail free of they hosed their calculations up but stealth can be used nearly every 10-15s on some builds.Īlso individual targeting skills in melee is a loving nightmare.

crowfall download slow

The biggest issue is stealth mechanic and how it's utilized currently. Ignoring wardens, what do you see as major balance issues?

Crowfall download slow software#

Modern bandwidths are so high that none of this should be a routine consideration for normal software like games.

crowfall download slow

I suppose congestion control will cause TCP to backoff and "yield" a bit to UDP traffic but honestly your UDP stream is going to be hosed too. In this case, so you might lose UDP traffic and since TCP is guaranteed delivery sure you might get retransmissions because thats how it works. None of this matters unless your traffic is nearing the maximum link bandwidth.

crowfall download slow

Lorem ipsum IF I REPORT SOMETHING, BAN ME. I do not know if this was ever true/is still true, or what.ĮDIT: Of course, if the TCP traffic is going to an API in one place and UDP traffic is going to a game server in another, that seems like it shouldn't be a problem, even according to the above logic? This, supposedly, results in a high rate of TCP packet loss during sustained UDP traffic, and therefore big TCP latency spikes. Supposedly, TCP has a hard time when there's a bunch of invisible traffic following the exact same route from end to end occupying throttling limits, etc., which is what UDP (which can sometimes have high bandwidth and has zero congestion control itself) represents. But you get a point taken away for being a dick. The balance in this game is loving god awful too. With all the problems they had with that game, it's insane how much more complete that game was. The more I play the game, the more obvious how much better Shadowbane was in 2003 than this is in 2021. Impotence fucked around with this message at 02:09 on Jul 22, 2021 It uses several year old version of UnityWebRequest. They don't distribute this or locally store this data in multiple places, as far as i can tell, it's all requested from the same place, so even if you get decent performance in the real time portion connected to a non-US region, your initial load and various other parts of the game (inventory, anything guild related, etc) would be hundreds of milliseconds away for each request. half the things in the game make a huge amount of individual http requests, one after another (without using something like http2 or 3 to multiplex over the same socket or similar), even when they don't really rely on the previous response (think one call getting a list of guids, then requesting a hundred guids one by one, new tcp connection for each one). It's just a very weird design decision of all things, and it's also json instead of anything lighter or a binary format over the wire. I suspect they are using a lot of third party stuff to build their game and something in there is just slow. There are good reasons why you wouldn't use TCP for realtime stuff in videogames but there isn't a reason why you wouldn't use both.īasically, if the game works as described, its kinda lazy but not really problematic (its def not a optimized way to do it but we are talking like millisecond delays not seconds). Yea, I don't know what you mean by "interfere" but there isn't a technical reason why you can't use both protocols.












Crowfall download slow