Go Back   Star Trek Online > Feedback > Controls, User Interface, and the STO Gateway

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm pretty sure the way the game runs client to server to game interaction is that it will take any button press or action and then tell the server and then tell the game to display those results. Which is great for reducing exploits but the regular game player often notices lag and clunky controls

I think this has also added significant difficulty to The Infected mission where a jumping Challenge at the end requires a player to time jumps at the correct time or else fall into a hazard die and force the team to restart their attempt.

Despite the increased opportunity to exploit ******** has managed to give some control to the players clients for where the player is and is moving without much if any trouble which makes gameplay smoother than STO right now. It also allows Blizzard to have more hazards for players to interact with and not run into control problems.

I also don't think it would be appropriate to the engine in it's current state to make situations with a lot of hazards because the further away from the server a client is the worse they will perform due to delayed reactions from lag, and even near by clients still experience delay as the server arbitrates every action.

This problem needs to be addressed as a significantly serious problem to STO because of the above issues and because games have to have good controls before anything else.

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

All times are GMT -7. The time now is 07:09 PM.