I just watched some videos of JP players, and noticed how much better their AHL is. I wonder how many fewer deaths I would have if mine was that fast?
I think it's pretty unfair that the game has NO PROBLEM calculating the damage you take client side, but that AHL is server side. If the game is lagging, why not just resolve the damage / healing after the lag spike ends? "Nope, we're too lazy to calculate events in the order they ACTUALLY HAPPENED. We'll just kill you."
Why is there a difference between these two? I don't see why healing should be affected by lag but damage versus the player is not. Is this to prevent some type of cheating? If so, why aren't BOTH things server side?
Can anyone explain the rationale behind this unfair mechanic? It gives players closer to the servers an unfair advantage. Seeing AHL activate that fast, and knowing I'll never have it, really sours my day. I could play so much more aggressively if I knew it would never fail. I don't even want to use my HU anymore after seeing what I'm being screwed out of.
Nice work, Sega. Make a great game that EVERYONE wants to play, but then only give it to some people. To add insult to injury, add mechanics that deliberately screw outsiders even more. It wouldn't even surprise me if this insulting crap was deliberate.
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