Sasage wrote:ZapruderFilm wrote:Fairly certain game making is just a hobby for eric.
If you think Eric is taking this game as a hobby then it really does no good to Eric of what you just said. If he thinks this game is a hobby then he wouldn't be taking our questions seriously enough, just sad. Or willing to fix the game. Just sad as that is true.
I could mention that what PB2 is now is a big step from what it was originally though I can see what you expect here. Plazma Burst 2 wasn't meant to be even what it is now and thus has just too many weak sides that can't even be improved unless game will be reorganized and remade. In addition to that, after 2020 PB2 can become even less popular as Flash Player might not find it's reborn in web and PB2 will become downloadable game. PB2.5/3 is remake that fixes all problems I'm aware of.
Sasage wrote:Nobody finds High Physics useful. All it does is make you jump lower and not be able to perform a successful boost jump. Everyone I know who plays approved maps disposables this feature.
Sure we should not count shots going through players who use low physics. This is why I tried to recreate same boost effect but for high physics. To make game more consistent and not random to any potential new player. And it would be even worse to divide community in two parts by letting set match physics setting.
Sasage wrote:Eric please. Stop using the PB3 excuse. You didn't even confirmed it yet for 100% it going to be server-sided.
I confirm PB2.5/3 to have server-side multiplayer logic. I've been saying it on twitter many times.
Sasage wrote:Sorry? I didn't get that. It seems like you just avoided my question, yet again.
Taking it back then when PB2 first came out you said Server-sided wasn't able to handle that many players playing the game. So you thought Client-Sided would be a good choice? Like why?
Idea to add multiplayer mode for Plazma Burst 2 appeared in my mind like one month before game release date that was announced. By the time I was implementing it - game simply wasn't even created with idea of such support. If I was making Plazma Burst 2 today - I would not be doing things same way. Considering Adobe's decision to remove Flash Player from browsers - I don't even see reworking old & confusing project as something that can end up being useful. Working on PB2.5/3 is better idea here.
Sasage wrote:Why if many people are saying Server-sided is so good just why?
People were not saying anything much back then really. Game wasn't even expected to have multiplayer.
Sasage wrote:How wouldn't Server-sided not been able to handle it but Client can?
Think of your computer as server, then run at least 10 instances of Plazma Burst 2 game in multiplayer (so focus loss won't trigger pause). Also make sure all of them are on same screen and you can see all of them at the same time (so they are not becoming inactive due to being offscreen). Then you'll see how bad server tick-rate would be. I don't think such server would be able to handle more than 2-3 games at acceptable tick-rate. We also could never cover enough servers with just ad revenue either.
Sasage wrote:It just makes no absolute sense to me. It is like you much rather sacrifice people from stop eating into people can eat. Just for what? To maintain people even though it was already doing that?
I actually can do one thing - switch hit registration from receiver to shooter. Then you'll see probably even worse scenarios of lag (when it does not matter if you hide behind cover in time or when you dodge shots in time, you'll basically see bullets hit nothing where your player was some time ago). It could also lead towards less obvious cheating.