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1

Tuesday, May 22nd 2012, 6:06pm

Animation Delay?

Good Afternoon All,

I recently began playing this game after a very long time of World of Warcraft. It seems to be very analogous to the game, however there is one thing that seems to consistently frustrate me and derail me from playing the game.

There is some sort of casting animation delay between the animation and the actual damage done that never seems to go away. It is not a latency issue as my ping is very low, and it is not a frame rate issue as far as I can tell. This isn't a game-breaking issue, but it is REALLY annoying to watch a monster die and THEN the fireball animation hit the mob.

Has anyone else experienced such issues? And if so, how would one remedy them?

Thanks in advance,

Squagem

Murkalael

Intermediate

Posts: 487

Location: Santo Andre - SP - Brazil

Occupation: Computer Fix Technician

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2

Tuesday, May 22nd 2012, 6:11pm

Not always, but sometimes happens here, and sometimes the oposite. I begin to cast and the mob is already falling... Several things could be the cause of this issue, including processing lag in both sides, server and client.

MegaMouseSEC

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Location: South Mississippi

Occupation: River Boat Pilot

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3

Tuesday, May 22nd 2012, 6:12pm

Ok I think I cna answer this correctly. You may try lowering your video settings some seeing as RoM is VERY video intensive. I have the same issue sometimes with a ping of only 88 and a very high end gaming machine. Most people also encounter this and the only true way to alleviate it is to lower you graphics settings. Its not you machine unless it does not meat the minimum specs for RoM. WHich if you played WoW it should. Welcome to RoM and hopefully all your playtime is fun.

4

Tuesday, May 22nd 2012, 6:19pm

Thank you for the prompt responses!

It doesn't seem to be related to my graphic settings at all. I've set them all to low, restarted the client, and still the latency occurs. I really shouldn't use the phrase latency though, for the damage calculation happens as it should, but the animations ALWAYS delay roughly 1 second each time. Is there something unique in ROMs animation algorithm that causes it to be intrinsically slower than most MMOs? Or is this my case alone?

5

Wednesday, May 23rd 2012, 8:23am

It's very common, as Murka said, it's not always consistent though, and has sparked a lot of arguments.
For me it's about 80/20 with the mob dead before the animation completes most of the time. When I run my lowbie scout, I think it's funny the way the mob always turns around so my arrow hits him dead on the nose, I think it's impossible to hit a mob from behind. Only time I really see the animation complete before the kill is when I have minor lag spikes.

I also tend to think it's just the way Rom is set up, and there isn't much you can do about it. The locations and 'kills' are handled on the server, the animation and models are on your computer, so when you attack it sends the signal to the server and starts the animation, if you have low lag, the server gets the 'kill' signal back to your computer before the animation of the attack is done so your comp starts the death animation while the attack is still going.