|
|
|
|
|
by shit_game
254 days ago
|
|
Also for comparison, the Runescapes (both RS3 and Oldschool Runescape) have a 0.6 tick/second system (100 ticks/minute). It works rather well for these games, which I guess highlights that some games either a) can get away with high latencies depending on their gameplay mechanics, or b) will evolve gameplay mechanics based on the inherent limitations of their engines/these latencies. RS3 initially leaned into the 0.6s tick system (which is a remnant of its transitions from DeviousMUD to Runescape Classic to RS2) and eventually developed an ability-based combat system on top of what was previously a purely point-and-click combat system, whereas OSRS has evolved new mechanics that play into this 0.6s tick system and integrate seamlessly into the point-and-click combat system. Having played both of these games for years (literally, years of logged-in in-game time), most FPS games with faster tick systems generally feel pretty fluid to me, to the point where I don't think I've ever noticed the tick system acting strange in an FPS beyond extreme network issues. The technical challenges that go into making this so are incredible, as outlined in TFA. |
|
High level PVP play is basically a turn-based-tactics game, with some moves (attacks or spells) taking more "ticks" than others, meaning there's a lot of bluffing and mind games in anticipating what your opponent will do next.