Can you remove deploy delay at last?


(AnonOmis1000) #21

It takes virtually no time for you to inspect a loadout card that you don’t own in the store. So apparently either the server or the client already has all possible cards loaded.


(Jostabeere) #22

[quote=“MTLMortis;172781”]IF THIS:

[b]IS TRUE

THEN THIS:[/b]

IS BULLSHIT[/quote]

It is true, as we said like 3 times. But it does not always work, and if it does not work, prepare for a longer time, rubberbanding and non-loading textures. So it is a needed timer and not “useless” as you say.


(AnonOmis1000) #23

Then why does no other games I play have this long of a wait time between me fully connecting to the server and me actually spawning in @Jostabeere ? Also, I’ve noticed that, if you click on “lock in” ASAP, you will still wait just as long to deploy as if you waited for the game to auto lock you in after a certain amount of time.


(Jostabeere) #24

Because all games are coded differently maybe?


(AnonOmis1000) #25

I’m asking out of genuine interest, not trying to be a jerk.


(Jostabeere) #26

And I’m answering as much as I know. SD coded it. They made it with a purpose. They would not spend time and work on something that is not needed at all.


(Teflon Love) #27

Despite the explanations I still find the current system unpleasant and unfun.

So the game loads the map as fast as possible, but when it comes to player information it uses a fixed delay of 15 seconds and then usually spawns you between two waves. Typically this results in a couple of very confusing initial seconds where you try to figure out where your team is and what it is up to, followed by a quick death. Unless you camp it out and wait for the next wave.

What if the game would load the map as fast as possible, then also load the player data as fast as possible and finally wait for the next spawn wave? This guarantees that you can teamwork right from the start. Even for people with potatoes, although they might miss a few waves compared to people with decent rigs.


(Matuno) #28

[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] Slot Archetypes changed for player Matuno #teamKira
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] 1 - A_Medic_01
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] 2 - A_FieldOps_02
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] 3 - A_FieldOps_03
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_23 : m_CharacterSkinId
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_23 : m_AccountXP
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_24 : Team
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_24 : m_SlotArchetypes
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] Slot Archetypes changed for player [OCB]WobblyCrabcake
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] 1 - A_Medic_02
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] 2 - A_Engineer_03
[0186.80:2016.04.25-22.49.24] ScriptLog: [AsyncLoad] 3 - A_FieldOps_03
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_24 : m_CharacterSkinId
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_24 : m_ClanTag
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_24 : m_PlayerCharacterSlot
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_24 : m_AccountXP
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_25 : Team
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_25 : m_AccountXP
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_25 : m_PlayerCharacterSlot
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_25 : m_CharacterSkinId
[0186.80:2016.04.25-22.49.24] ScriptLog: SGPRI ReplicatedEvent on SGPRI SGPlayerReplicationInfo_25 : m_SlotArchetypes

But ah well, surely AsyncLoad doesn’t have anything to do with it.


(watsyurdeal) #29

Agreed, I’d like to just select my cards and jump into the next wave


(blonk) #30

You could in theory be waiting >20 seconds for a spawn in that case, if luck doesn’t serve you right. Just imagine, longspawned before you’ve even started. The shame!