Angelo
Aug 19, 2011, 05:01 AM
Do we have any confirmation on whether or not all of the enemy positions are synced server-side as opposed to client side?
This is a make-or-break issue for me!
From PSO onward the game has always worked like this: All enemy positions are synced client-side. Damage dealt to the enemy is the only thing that is universal for all people playing. This was not a problem in PSO since characters moved almost 'stiffly', and players couldn't flip around enemies, send them flying away, etc. This became an issue in PSU because they were still using this archaic method with an updated combat system where knocking around enemies was very dynamic. This lead to some ridiculous looking battles where you'd notice your buddy off in the corner slashing at the air, while the enemy being damaged was on the other side of the room, flinching and spazzing out while damage numbers flashed.
It was stated in a developer's blog that the only exception to this rule was boss battles, in this case the boss was synced to whatever was on the party leader's screen.
Is anyone else even concerned about this? I don't see it mentioned here much but it was probably the worst part of PSU to me. It seems like a team can't be genuinely using teamwork when your enemies aren't even together. You can't play bodyguard, or knock an enemy over to a teammate's direction for a double-attack. Things like that would make this game so much more dynamic!!!
Consider that now you can actually throw enemies in PSO2. This could get ugly.
This is a make-or-break issue for me!
From PSO onward the game has always worked like this: All enemy positions are synced client-side. Damage dealt to the enemy is the only thing that is universal for all people playing. This was not a problem in PSO since characters moved almost 'stiffly', and players couldn't flip around enemies, send them flying away, etc. This became an issue in PSU because they were still using this archaic method with an updated combat system where knocking around enemies was very dynamic. This lead to some ridiculous looking battles where you'd notice your buddy off in the corner slashing at the air, while the enemy being damaged was on the other side of the room, flinching and spazzing out while damage numbers flashed.
It was stated in a developer's blog that the only exception to this rule was boss battles, in this case the boss was synced to whatever was on the party leader's screen.
Is anyone else even concerned about this? I don't see it mentioned here much but it was probably the worst part of PSU to me. It seems like a team can't be genuinely using teamwork when your enemies aren't even together. You can't play bodyguard, or knock an enemy over to a teammate's direction for a double-attack. Things like that would make this game so much more dynamic!!!
Consider that now you can actually throw enemies in PSO2. This could get ugly.