[MUD-Dev] Gearing up against GEAR
sean at hoth.ffwd.cx
Tue Jul 24 13:34:12 New Zealand Standard Time 2001
On Tue, Jul 24, 2001 at 11:38:19AM +0200, Vincent Archer wrote:
> According to Sean Kelly:
>> For spellcasting, there might be a slight advantage is using
>> GEAR. As while spells take a fixed amount of time on the server,
>> they are one-off events. So in times of high lag it might pay to
>> push through a couple spellcasting packets all at once.
> Given that GEAR is making things hell on Darktide, where offensive
> magic and client-repeated archery are the main offensive methods,
> one can see the impact of it. :(
Unfortunately, combat in AC is pretty much completely based on
buffs/debuffs. It was one of the things that first turned me off to
the game. Though for a while it was fun to make an archmage that
could outshoot and archer and outfight a figher :)
>> Is there a way to get at any other timer that isn't affected by
>> GEAR? If so, I'd report both. Drift should be rapidly obvious.
> There aren't many (stable timers, that is). I've checked speedhack
> on my machine, to see what other symptoms it could have, and my
> standard clock was speeded up by the same ratio. I suspect it acts
> on the most basic timer that is used to derive all other timers in
Hrm... and since it's possible to overclock pretty much every
hardware clock in the system, there isn't much left to sync to. I
suppose the most reliable clock might be the PCI clock as generally
it isn't all that overclockable before devices start acting strange.
Perhaps 66->84. Still not a perfect solution in any case.
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