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vittopascu

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  1. Hi, thank you very much for your reply, that really helps understand that the behavior is "by design", and I respect that. However if I may give my humble opinion, having spent the last 20 years playing this genre of games online like AoE and Warcraft 3 (where players would host their own games just like in 0AD) as well as a lot of action RPGs like Dota2: speaking for newcomers I think not having a dynamic delay is a behavior that one does not expect. All other online games I played do indeed have some latency, but the command-to-effect delay is strongly correlated to one's ping, and rarely exceeds 100ms. It might not seem like a lot but the difference between 100ms and 600ms reaction time is enough to make the game "feel defective" even though it is not. By the way, speaking about long distances, I am curious about what happens if the total delay of this transaction exceeds the hard-coded value, even just once in a while? Please do no take this the wrong way, I really appreciate that this game exists and that it is so polished, I really can see myself playing it with friends and I can get behind an intentional design choice, I am just chipping in my humble feedback
  2. Hello, I recently found out about this game and I am truly amazed. The game is very responsive in single player mode, however when I host or join an online multiplayer game I get about 0.5s (or worse) lag, for instance, from the moment I tell a unit to "go somewhere" to the moment it actually performs the action. I tried on two laptops, one with windows 10 and one running linux (flatpak) and I have the identical issue, all good in single player, long response time in multiplayer, even if I play alone. Can anyone help troubleshoot this issue? Thank you very much. Cheers,
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