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  #11  
Old 04-11-2013, 02:09 PM
buddhist23 buddhist23 is offline
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Quote:
Originally Posted by Brian Shingles View Post
We will look into a better solution for disconnects so that the attacked player doesn't lose out unfairly.
i thought you guys already made a solution for this a while back?
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  #12  
Old 04-11-2013, 07:30 PM
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Jester0311 Jester0311 is offline
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In regards to resources accrued during the encounter per player, those values should be in a variable, granted being peer to peer those variables are more than likely client-side. So on sync replicate variable values per player to temp table (SQL) server-side and on event session closed (or the equivalent) those values goes to players account which is already server-side? or as it is already in place if the player leaves to world map all remaining is looted at half value? Obviously im not as intimately familiar with the structure as the devs are but as a dev in my own profession it seems viable.
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  #13  
Old 04-12-2013, 11:04 AM
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I can re assure all of you, this is a top priority, and will be fixed soon!
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  #14  
Old 04-13-2013, 04:00 PM
bandor bandor is offline
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All you need to win pvp is a terrible internet connection.

Slow down the far end player so much they cannot move, issue orders. If they dare try to leave their spawn they can't tell their units to do anything reliably.
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