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Please let server owners/hosts change the net hierarchy


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If this is already possible but undocumented (or possible and documented but I'm apparently blind), or if there are known plans to rectify this problem then forgive me.

 

But as it currently is, the server/host-based handling of events simply isn't very fun for players who aren't the host. Combat is a chore and even when holding the F key to stunlock weaker enemies they can occasionally "break through" and hit me. And that's not even getting started on (attempted) kiting enemies. Quick-chopping is impossible and mass harvesting can take orders of magnitude longer. From the looks of it, I even have to get server permission to rearrange parts of my inventory. This leaves me scratching my head as to design intention.

 

If at all possible, a server/host option for clientside handling of things pertinent to the player (e.g. collecting/harvesting, whether or not the mob that was 1/2 a screen away indeed did or didn't hit you) and then report to the host (and/or other nearby players) what/how they did, would be fantastic. I know this is exploitable on some level, but I feel it'd be the most optimal solution for games in which we are friends with/can trust the other parties involved.

 

Again, if this has already been taken care of or is on the list of things to do, and I missed the memo, then whoops.

 

But yeah, seriously.

What enemies did you fight that broke the stun lock?

 

If quick chopping is spamming mouse click, for some reason I click behind the tree all the time, but that has been in ROG too.

 

You need server permission to rearrange your inventory? That sounds pretty abnormal. Are you playing on a modded server? Sounds like a bug otherwise.

 

Let the record show, I have not been watching most of the patch notes either. Mostly because I only remember the things that effected me.

 

A spider. A regular spider. Not the guardian.

 

Quick-chopping is clicking the mouse just after the impact of the axe (or pickaxe, hammer, etc.) It cancels the recovery time into another whack. Easy to do rhythmically but as with anything that isn't "hold the button", not possible when connected to a server/host, currently.

 

When I put items into another space in my inventory (or segment them via ctrl-clicks) there's an awkward delay between the click/sound and the actual (re)placement. And this was a friend hosting who downloaded the game and started it right up. No mods; right out the box, if you will.

@Gerk, I'd love to see a trust-the-client solution, but unfortunately it would be a ton of work for them to program and maintain that in addition to the trust-the-server/action prediction solution they have going right now. As I said in another thread though, turning off action prediction to make it just trust-the-server will help a lot with fighting, at least.

 

If you want to turn it off just for a game, enter this on the console:
ThePlayer:EnableMovementPrediction(false)
If you want to disable it forever, go into scripts/prefabs/player_common, and change this line:
local USE_MOVEMENT_PREDICTION = false
Keep in mind it will get reset to true on many of the updates, since they often change player_common.
 
Once you have it off, you don't have to deal with misleading animations/positioning anymore, just delay.
 
Eventually this option is supposed to be exposed in the game menus.

Iunno. It's a big turn-off from the game for me thus far.

 

When (if) I give DST another whirl I'll try the aforementioned command/option you listed, rezecib. Thanks!

 

Still though, optional changes to the netcode would be best in my only-somewhat-humble opinion.

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