The War Thunder networking model (State Sync) was chosen to be the most cheater-proof (in contrast to lag-compensation models like in CS), and, more importantly, it allows us to implement relatively realistic physical interactions. The pro however is that these desyncs usually do not affect the gameplay for all players which is important. Unfortunately in any network model, including ours, desynchronization between the server and client is sadly inevitable.Is it possible to get rid of the desync of server and client? It’s a complicated issue to solve but an important one, we’re currently working on a fix.We do! We’ll consider including an initial amount of free backups with high tier premiums in the future to incentivise players to stay in battle.Do you like the idea of giving free back-ups when purchasing top-tier Premium vehicles? RB is where vehicles should behave as authentically as possible, low mobility is just a real-world drawback these kinds of vehicles have. Do you plan to increase the mobility of heavy tanks and slow SPGs in the RB mode, like it is in the Arcade? Also for two-part ammunition, the loading process could be split into two stages, so the cycle won’t reset to the start if one part of the projectile has been prepared and the loader gets knocked out. At this stage the round is already in the breach so there’ll be no need to start the entire process over. We have a solution in mind for this one - we can try to save the reload progress after a certain percentage of the reload cycle is reached, say 80% for example.
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