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No it doesn't, what are you talking about?
His suggestion could potentially be very simple(and what came to mind for me as well). If the spar is considered at an end(ie you die), if the other player is also swinging their sword, wait for a moment(.1/.2 seconds) and if you die as well, consider it a draw.
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I may be a mixing up the TCP vs UDP functions and purposes with this since I recently explained that somewhere else as well... I apologize.
I would find it very annoying if there were a constant delay in reaction time
every time I hit someone with a sword, regardless of the latency for both players. Thinking quickly and timing my swords and movements, this could have a larger effect on some players than one might think. Granted, it definitely would effect some players (like myself) more than others.
However, I think this type of system could work if the default server latency was dynamic based on the highest latency of a competitor in the spar arena. This way both players experience the same visual delay for each sword slash, and the server would be impartial in terms of relative latency. I'm not sure exactly how the spars are scripted, but based off of roughly 40,000 spars I've fought on this server, I have a good understanding of the behavior. I think it may be a bit difficult to assign such a server value to each individual set of sparrers, including a few different spars on the server at a time. Not to mention spectators.
Which points back to the original static server latency number, which would be annoying to deal with from a couple angles.
I don't think anything needs to be done..