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Turin Turambar
Jun 5, 2011



I don't think the problem is 'bad netcode'. Two weeks ago there was much less lag.

It's that a case of overloaded servers (with the influx of new players now the beta is open).

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Turin Turambar
Jun 5, 2011



The problem of the game is easy: the skill ceiling is super high. That means it needs a good amount of players so each type of player can play with a group of other players of similar skill.

Turin Turambar
Jun 5, 2011



Jose Mengelez posted:


i'm asking what (graphics aside, as rendering will be offloaded to the gpu anyway) QC's engine is doing that QL's isn't.



Lol. It doesn't work that way, good graphics also need cpu. Not as much, but it still needs it. Exactly, the gpu is fed orders processed by the cpu.

Otherwise you could play a modern AAA games with a Pentium 4 and a GTX 1080, I guess. (which you can't)

Turin Turambar
Jun 5, 2011



quote:

SWINGER PARTY

Put your keys in the bowl and… No, not THAT kind of party!!! Everybody’s Athena in a Free for All Deathmatch where a direct Grappling Hook shot on an enemy Athena is an insta-kill. So, basically, it’s a SWINGER’S PARTY.
( ͡° ͜ʖ ͡°)
( ͡° ͜ʖ ͡°)

Turin Turambar
Jun 5, 2011



quote:

Cooldowns unified at 45 sec
All active abilities disable shooting for 500 ms
Walk speeds unified at 160 ups
All ability explosion radiuses unified to 3 m
All explosion min splash damage unified to 10
All explosive weapon splash radiuses unified to 3 m
All explosive weapons min splash damage unified to 10

Sigh...

Look, the whole point of making a hero shooter is making the heroes really different, to increase the variety of the game! Homogenizing them in this way is always a bad choice. Why all abilities have a 45s cd, that only would work if all the abilities are the same, but you don't want to have all the abilities to be the same, it's ok if some of them are powerful but you can't use them very often, or have abilities not as good but with a quick recharge that defines the champion.

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