phase gate headaches

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
A couple comments about phase gates:

1. When teleporting, there is a bit of lag (which I am sure everyone knows about). However, due to this lag, you are actually sitting there for a second or so before you can take any action. This is a death sentence if there happens to be an alien nearby the destination.
- I'd like to see the game pre-load the new area before putting the player there.
- Alternatively, if the game could place the player "into the ether" during the time it is preloading, that would probably be best. As it would actually load after you leave the old location but before you arrive at the destination.

2. When you phase, it will sometimes rephase to the next place without you doing anything.
- I'd like for a player to actually have to leave the phase gate and go back in before it takes you to the next area.

Comments

  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited August 2011
    I'm guessing pg's require server confirmation before teleportation, which causes that little period of time where you've run through the pg to the other side before teleporting.

    My idea for fixing this is allowing a small area in front and behind the pg which pre-queries the server for approval so that when the player runs through the pg, it's an instantaneous and smooth transition between pgs. Same instant response as we see in portal. This also allows the server to preload all the relevant information the player will encounter on the other side of the pg to prevent transport lag.

    This does introduce a small problem if the pg loses functionality in that ~0.3 second (or whatever time the server requires) pre-confirm to actual pg surface though. But it's a lesser of two evils imo. Also with precaching data in this manner, a hack could use that data to reveal what is on the other end before a transport. Possibly encrypting the pre-cache data so that when you hit the pg surface you simply receive a key, and the data is now readable.


    Either way this would be a lot of work over the current implementation.
  • MrGreenMrGreen Join Date: 2010-12-10 Member: 75602Members
    I do like the "into the ether" idea.
    When I read that I had a flashback to Stargate.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    <!--quoteo(post=1867742:date=Aug 9 2011, 04:39 AM:name=MrGreen)--><div class='quotetop'>QUOTE (MrGreen @ Aug 9 2011, 04:39 AM) <a href="index.php?act=findpost&pid=1867742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do like the "into the ether" idea.
    When I read that I had a flashback to Stargate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This would change "an annoying hickup" to "a cool feature"
  • sasuke2490sasuke2490 Join Date: 2010-06-12 Member: 72034Members
    I hate with phase gates how you can not choose which one to go to and sometimes have to go through multiple ones like from ns1.
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    <!--quoteo(post=1867742:date=Aug 9 2011, 10:39 AM:name=MrGreen)--><div class='quotetop'>QUOTE (MrGreen @ Aug 9 2011, 10:39 AM) <a href="index.php?act=findpost&pid=1867742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do like the "into the ether" idea.
    When I read that I had a flashback to Stargate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, +1 on this. Although the loading is annoying, I understand why it's there, otherwise there would have to be some massive hack to get it working
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited August 2011
    Going back to the basics, NS1 pg. Stability and ease of use. The whole "walking-thru" concept is neat, but I prefer a use key. It'd be nice to see this implemented, but whatever. A function such as when you click on the phase gate via use-key, it'll give you a list of available locations in a popup menu that you can phase to. I remember in NS1 you had to phase multiple times to reach a desired location. An interactive menu allowing you to choose your phase location could prove to be very useful, eliminating such headaches etc.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1867465:date=Aug 8 2011, 09:48 AM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Aug 8 2011, 09:48 AM) <a href="index.php?act=findpost&pid=1867465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Alternatively, if the game could place the player "into the ether" during the time it is preloading, that would probably be best. As it would actually load after you leave the old location but before you arrive at the destination.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We're planning on doing something like this, though the issue is really due to network lag rather than loading (I believe).
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I thought about a combination of a few ideas:

    - people suggested to be able to chose your destination (in general it's not a bad idea, I liked this PG mod for NS1)
    - short time invulnerable when you exit a phase gate

    so, one idea I have:
    you enter the PG, render the background black and apply some funky shader or cinematic. you are now "between the phase gates" and have 2 seconds time to click on a destination on a minimap which popped up (or press a number button to be faster). otherwise you will get ported to the standard destination. Combined with that, you can apply an additional delay (1 sec?) when you arrive on the other side where you are still invisible and invulnerable (but cannot shoot or move as well). that gives client side the engine the time to load / render / do whatever causes fps lag, and you are guaranteed to have that time server side and won't die in the second you loaded the area (or even before)

    the delay and the time "in" the phase have to get adjusted to make sure its not annoying, and not slowlier than the current system

    also, together with those changes, there could be a "phase cool down" for each marine. during that time you cannot use a PG (5 seconds or something). Such cool down would be annoying in the current model, but makes sense when it's changed to the one described above. (since you can phase to every destination without having to enter the PG multiple times)
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