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Successful RVR Tactics - How they are starting to kill the game

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dansari
Posts: 2524

Re: Successful RVR Tactics - How they are starting to kill the game

Post#71 » Wed Mar 28, 2018 1:35 pm

I want someone to acknowledge the skill it takes to defend a keep with 30+ minute Lord fights. That'll determine the true size of your internet peanut
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xanderous
Posts: 501

Re: Successful RVR Tactics - How they are starting to kill the game

Post#72 » Wed Mar 28, 2018 6:22 pm

Here is my theory on the lag and what might be adding to the possible increased chance of frame drops, bare in mind i have no background in programing so i again its just a theory I've mulled over when roaming in warbands.

Proximity to battle objectives: i have noticed sometimes when entering and exiting a battle objective whilst engaging medium to high numbers of enemies, significant frame drops have occurred. This could be two things, 1. the contribution calculations being performed for each player maybe causing this, i know they made some changes a while back regarding contribution so that plus the typical calculations being performed in rvr for everything else may be escalating it further 2. contribution calculations at keep which again may be due to the new system as well, when a keep lord is down, the keep itself becomes a battle objective or maybe it always was like this we just see it manifest physically with the newly added flag.

I also happen to think anything relating to increasing the amount of players that can damage a single person via area of effect would be an obvious guess too. Either way i really hope the devs will be honouring what they have stated in the past and attempt to fix the issue of lag as i really think it's causing a lot of problems for players on both sides of the field.
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