![]() Rubberbanding is confusing for you and your opponents, and it definitely takes the fun out of the game. While you see it as a rubberbanding effect, other players may see your character as idle or motionless, which is commonly seen on players who are experiencing heavy lag. Your action may also appear differently to other players. Then for just a couple of seconds, you suddenly appear in front of the enemy and… BAM! You're the one who gets shot and killed instead. You’re hiding from your enemy and just about ready to shoot. This rubberbanding problem is extremely frustrating, especially when you are in a crucial stage of the game. It feels like being caught in a rubberband - players get thrown back after moving forward, making it look like your character teleported or warped from one place to another. When rubberbanding happens, a player appears to be thrown backward from the start of the action after they executed that certain action. It is mostly seen in MMOs - a large number of players means there are more cases of rubber banding either the server is overloaded, or players have high ping. This often occurs in FPS or similar games that have a large number of people per multiplayer server. Rubberbanding is a term used to describe a player's random or jerky movement in a multiplayer game when they're experiencing high latency. This is extremely annoying, especially with Aika Online and online games with optimized-paced ‘twitch’ mechanics. It really made you think “Damn, I’m not pvping for myself or for kills, I’m pvping so my nation can be the fucking best.” It was a nice feeling and definitely made you feel a part of something more than just your character.Rubberbanding is one of the major problems most gamers encounter when playing online games. Tl dr Basically, the reason I loved this game, besides the traditional MMORPG elements, is that it managed to include a sort of political system that allowed servers/nation’s to coordinate and strategize for defense/offense that led to keeping/losing important buffs. One second you could be working with someone from another nation, the next you’d have your Lord Marshal giving global commands on where to head for PVP. They were two distinct areas that I remember that allowed all nations to come together in order to PVE under a anti-pvp protection, but sometimes would disappear when a PVP oriented activity would begin. They managed to tie in PVP and PVE PERFECTLY. They could even set a tax (usually minimal, like 5%) on NPC goods in order to fund the nation’s defense. Both had global alert chat for their nations. If your guild alliance succeeded, the guild master of that guild alliance would become the Lord Marshal (main leader), the three allied guild leaders would become Archons. Each server/nation had it’s own castle siege that guilds of that nation would try to take control of. These raids were coordinates by the in game leaders of each “nation”. ![]() ![]() It really, from my experience, made people proud to be a member of a certain nation. Often times a nation would coordinate with another for to have an advantage. One server would raid another for relics (items that gave server wide buffs to the citizens of that nation). These nations could raid each other via a hub in the central of each server’s world known as the “Rift” (a fancy way of a server selector). I know MMOs today often haven served vs server PvP, but Aika had 5 “servers”, which were actually different nations. Trying to find a game similar to it so please read below if you want fo help (appreciate the help in advance). Massive map, six classes, and unique mechanics that I had never seen before and still haven’t really seen. At the time I started playing it I was ten (2010), the game had been out for a year or so.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |