Shattered Kingdoms

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 Post subject: Gates
PostPosted: Mon Mar 03, 2008 2:25 pm 
Can these be based on time instead of next tick, please? It's been brought up before, and it's been annoying for about 10 years now. Can we please fix it????


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PostPosted: Mon Mar 03, 2008 2:35 pm 
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Joined: Thu Sep 06, 2007 10:28 am
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Pretty please?


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PostPosted: Mon Mar 03, 2008 5:26 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
If it was simple, I would probably have done it already. Internally, gates are not spells, they are objects. They are incapable of updating using the newer fast affect system. Making all objects in the game update every few seconds would create crushing amounts of lag. None of which means that it is impossible, just that it would require a new system and I'm not going to put a priority on that for such a small gain.


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PostPosted: Mon Mar 03, 2008 5:39 pm 
You could always make gates last for two ticks.

*shrugs*


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PostPosted: Mon Mar 03, 2008 7:02 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
I think that would be an acceptable fix. Unless you cast the spell right after a tick, it would really only last 1.5 ticks on average.


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PostPosted: Mon Mar 03, 2008 10:20 pm 
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Joined: Sun Feb 03, 2008 12:13 pm
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You could have the spell, upon completion of it's casting, check to see if there is a 'decent' amount of time to enter the gate before the next tick goes off. Then if there isn't, it could assign the gate a two tick timer instead of the normal one tick.

Would that be acceptable?


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PostPosted: Tue Mar 04, 2008 10:01 am 
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Joined: Mon Mar 04, 2002 10:42 am
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Or an instability factor to gates could be added making some last longer than others and some ending up in a random place :D that would be fun.


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PostPosted: Tue Mar 04, 2008 2:23 pm 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
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Location: In a dark and empty place, England
Alternate solution, which would need to be moderately temporary while another way round it was found... variable casting time. Make the casting time always finish at the beginning of a new tick.
The downside and reason I'd want it a temporary fix, is that some castings could conceivably take over a tick to complete if they fire at the wrong time.


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PostPosted: Tue Mar 04, 2008 2:56 pm 
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Mortal

Joined: Sun Nov 30, 2003 9:36 pm
Posts: 1271
Location: Harrisburg, PA
Another solution is to live with it. We all have for how many years so far?

I'll agree that it is very annoying, but thats it. Annoying.

I'm much more worried about trying to figure out a way to get all the other characters to be less annoying first.


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PostPosted: Tue Mar 04, 2008 3:01 pm 
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alvarro wrote:
Or an instability factor to gates could be added making some last longer than others and some ending up in a random place :D that would be fun.


You mean a rift?


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