GM Ethos
Staff

Today I worked on synchronizing the speed of the dragged and dragging players, and implementing the speed penalty based on the weight of the dragged object (it is part of your carry weight penalty, reduced by a factor of your Strength) which for players means the weight of the character plus everything they are carrying or have equipped. I didn't say dragging characters around would be easy! You can always loot them a bit to make them easier to drag around, though (purely for their sake, you see).


I also fixed up the adjacency logic and reduced what was, in retrospect, a rather excessively generous calculation of whether or not a player was recently adjacent to you -- providing up to 6 full seconds to hit them after they had moved away from your tile if they had been moving a lot. This isn't really necessary even under the worst imaginable network conditions, so I've reduced this by more than half, which should hopefully cut down on the amount of "hit by a sword from an offscreen player" without necessarily robbing high-latency combatants of hits that were valid on their screens. There's still a fair amount of work to do to get dragging characters working intuitively and consistently, though.