Honestly.

7 replies [Last post]
djinnm
Legacy Username

I think OOO needs to redefine a lot of the gaming features and mechanics of the game.

Seriously, for a developing game, I think they're focusing on making money than attending to a lot of the bugs and mechanics that really need to be resolved.

I for one have encountered quite a few, including deaths over trivial mechanics that have lied. Basically, when you shield you can block the damage from shock and half the damage from fire, but I had my shield up for a good two seconds before shock's animation played, yet I still took the damage and died. Waste of energy.

Another thing about the shield is that apparently fiends can bypass it with their projectiles, for whatever stupid reason. Shield up, chair tossed (or whatever nicknack) and damage taken. What the heck? And here I thought I can block crap. = ="

Really. This game's mechanics need a balance.

Dirt
Legacy Username
I think the mechanics are

I think the mechanics are solid, but I do agree there are several bugs that I think need to take a higher priority. Some bugs have been reported on the forums several times, and possibly in-game, without any kind of fix. Some feedback as to whether they're being looked at or not would be great at the very least.

Gwenyvier's picture
Gwenyvier
It could be that your shield

It could be that your shield was broken at the time, in which case its not blocking anything... just making you move slower. If you have no little bubble around you then its broke for a little bit. Otherwise I don't know. I've never had an instance of the Devilites throwing things through my shield.

~Gwen

mouton_noir
Legacy Username
Devilites don't bypass the

Devilites don't bypass the shield, it simply doesn't register fast enough due to lag. Yeah, they so could fix it.

Or make a European server :P

JCPedroza
Legacy Username
There are many design flaws

There are many design flaws on this game, but it still manages to be addictive somehow.

Hope 000 do something about everything that needs a revision though, a lot of people are leaving the game, it's very quiet now.

djinnm
Legacy Username
Indeed

Besides the beggers (of whom many have guilds..which by itself is pretty depressing) and the oldies who have been playing for a while, I guess the game's pretty quiet. I just don't see why the developers and the designers pay more attention to a lot of the bugs in this game.

@Gwen It wasn't broken at all, it was still dark blue. Hadn't been hit yet.

I think if players can band together to protest for Crystal Energy price reduction, then maybe players should band together and protest actual maintenance on the game, or at least progress/updates.

gell
Legacy Username
I am in California and I

I am in California and I still get the devilite lag on 3 full bars. I think there's a slight issue with the graphics for the shield, and it's generally true for any enemy attack vs your shield. The bottom ring appears first, then the top round bubble appears. Not sure why it's two stages like this, but it is. The problem is that even when the bubble is clearly up, you can get hit. I have videos of this. Bubble is up, office chair smacks me the head.

As designers, OOO should understand that the player needs to have the benefit of the doubt. They should communicate this to the programmers. If there's a slight chance the player could have been right vs the AI, the "computer," then the player needs to have that advantage. You can't just let lag do its thing and say "well the server didn't notice your shield." This is the thing that frustrates players, and I know a dev does not want this. The fix may be as simple as doing a client-side check. Is your shield up? Then don't take damage. I know the server needs to register a lot of things, but registering a hit is not one of them. The server should verify a hit, not be the one checking the collision.

There are a few schools of thought on this one, but the one that benefits the player's SANITY the most is the one that should be implemented.

Tive's picture
Tive
perhaps they should delay the

perhaps they should delay the shield visuals till the server heard of your shield being up, not instantly show you the shield graphics? this could be as troublesome because it'd need to wait for response from the server, so you'd see your shield be up after a full ping, not just latency(half a ping); and could potentially screw with shield cancel if implemented badly. personally I can't complain about how it is now.

Being from EU I learned what timings I need to shield tho. I sometimes even can shield, drop my shield, and get to block an attack after the shield animation is over. There I'm still flinching, the shield pops up again and takes damage
This is just showing the shield is fully server sided. when you manage to press block x time before you get hit, where x is delay to server (plus whatever lack of optimization leads to further delays), you get to block, animation of the shield is irrelevant.

edit: bloodline champions has pretty nice netcode somehow. not sure how exactly they do it. the movement feels more precise (no random walking into flames because server thought you actually walked an inch to the left), and all skills and attacks have a casting time, allowing for what you see to be matched with what the server knows better. (1:1 bullet travel paths)