Hey everyone! This is a dev blog for an upcoming change to how players and NPCs appear to move in Runescape. I showed it off earlier on this week's livestream, and I've written this for those of you who want a bit more of a deep-dive explanation.
This thread was added on November 29, 2019, with posts from JagexNin, JagexHypnos.
This is great! love it it looks so much better.
Do test the follow dancing beforehand tho, it seems this system might kill it and thats been in the game since forever haha. would be a shame if it would disappear!
Mod Shogun specifically asked about follow dancing during development - It still works :)
any chance we could have dev commands/setting option that allows a grid to appear like that? maybe even with trail where the character is going or just highlight the target square to reduce misclicks
The mobile client highlights the square you've tapped - It'll be coming to desktop once we've made a few extra improvements.
So are game ticks still going to be 0.6 for the foreseeable future? Because this 'modern' MMORPG feels like you're playing on a constant 240ms.
Not saying it to roast just that it's hard to play a game where PvMing might sometimes need you to see into the future rather than rely on reactions or personal skill. That, and it feels clunky and slow.
It's one of the main driving factors in why my friend told me he wouldn't be sticking with the game, because of too much 'input lag' from client to server, not knowing ticks were 0.6seconds.
Just wondering is all.
As Tony here mentioned it's definitely one of the things we're looking into, but it's a massive undertaking. It also carries with it a huge change, and so it's still up in the air at the moment.
Looks good! The only question I have is how will this affect surging, i.e. currently the direction your character faces is the direction you surge, but now with curved paths there are more than 8 possible directions that your character can face, how will surge deal with this?
There's still only eight directions; just the corners are smoothed client-side, so surging is unaffected!
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This is just a cosmetic change to the existing movement, so everything will still behave the same. The "catch-up" is just client-side in case it somehow falls behind where it should be. Movement in general is being looked at more closely, but we don't have any more to say yet.