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wreithy
17 Sep 2007, 18:59
wow. i just played this guy, i only just lost lol but, his jetpacks were INCREDIBLY fast

also he is top of the hard cases list, top of valiant failures and pretty high on maggies drawers

wow.

anyway im online now under 'poizen', anyone else on?

'Třin3
19 Sep 2007, 20:06
Hey, I know him.
I saw him on a server today.

Afrohorse
19 Sep 2007, 20:25
I may be wrong but you may be seeing the game speed increasing as it tries to catch up if there has been a bad network connection, or a large amount of lag.

Your view of the game when it's not your turn slows down, or speeds up depending on how close (timewise) you are to the person taking their turn.

What you may be experiencing is the game speeding up to compensate. The best way of telling if someone if cheating like that is to look at the turn timer, if it's going down faster then the game speed has increased.

But don't worry, whoever is currently taking there turn will always have a constant speed so can't cheat that way.

parsley
19 Sep 2007, 21:00
To expand upon Afrohorse's point:

There are two conflicting goals in network play: immediacy verus smoothness.

If networks were perfect then there wouldn't be a problem.

However, they ain't, so game by game, a decision is made as to which is more important.

For example: an early FPS:
New tech, not terribly well understood. Choppy game experience. The data aren't there so everything halts on all machines.

For example: a Middling FPS
Immidiacy is recognised as everyhing: the VDU must display the most up-to-date version of server's game state. This leads to jerky game play: the smallest of problems in the network are immediately visible to the user.

For example, a modern FPS:
Immidiacy is everyhing: but fluidity is good too.

With this technique, lying is the current best policy: we've all seen the FPS 'pull back' the situation to the last known state.

Since day one, Worms:
Turn based: immediacy is fundamental to the player-in-play but irrelevant to everyone else. So, on the player-in-play's machine, we make it run in real time ('perfect response') but on the non-player-in-play machine's we run it at as close to real time as possible. If the network is getting a bit laggy, we'll stop the game but, if we get a burst of information, we'll try and reduce the lag as much as possible. Hence: enforce the non-players-in-player to be a second or so behind (goods fluidity) and compensate for time differences (bad connection == speed up an slow down).

MrBionic
19 Sep 2007, 22:45
The only time I tried to play Jamie123, I froze during loading, and had to shut my entire PSP down.

However, I had noticed before I froze that his set up forced me into only having 1 worm, where he had 4.. I dunno if that was part of the glitch that froze me though.

Luther
20 Sep 2007, 14:29
To expand upon Afrohorse's point:

Nicely explained. Even I understood it. Thanks.

wreithy
20 Sep 2007, 16:14
hehe yeah thanks guys i realise the game lags now after a lot more matches, but hes still VERY good