Technical questions regarding "passive" blocking
#6
Quote:(i.e. they get interrupted easily, but the frontend continues with them pointlessly).

yeah, this is how it is for every single skill, just multi-hit ones are more noticeable. the reason though i bet is "lag improvement". since i keep hearing it wasn't like this in 1.09, maybe just all skills got to use the same bandwidth conserving whatever, for optimization, and the devs didn't notice the effects of it.

thinking about it again, maybe you're supposed to not be able to attack at all when you're in hit recovery, and this just hasn't been added for the client side.

the very low amount of updating on healthbars is lag improvement since 1.02 or thereabouts, i think i saw that mentioned in a "severe bugs list for 1.10", heh.
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Technical questions regarding "passive" blocking - by Guest - 09-25-2003, 06:46 PM
Technical questions regarding "passive" blocking - by Guest - 09-25-2003, 08:29 PM

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