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Some tasks are completely disassociated from the server tick and can happen at any time, being subject only to the latency between the client and the server. | Some tasks are completely disassociated from the server tick and can happen at any time, being subject only to the latency between the client and the server. | ||
== Examples == | |||
* If you’re trying to jump through gate, EVE will mark you as "jumping through the gate" the instant that it receives the message, and will send back an acknowledgement right away that you’re jumping. However, everyone else on the grid won’t know that you’ve started jumping until the next server tick. | * If you’re trying to jump through gate, EVE will mark you as "jumping through the gate" the instant that it receives the message, and will send back an acknowledgement right away that you’re jumping. However, everyone else on the grid won’t know that you’ve started jumping until the next server tick. | ||
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* [http://eve.501gu.de/misc/travelceptor_vs_instalocker.png This example] shows the two outcomes of a confrontation between an interceptor fitted for fast alignment and entry to warp ("Travelceptor") and a ship fitted to lock up and tackle targets rapidly ("Instalocker"), one of the most frequently encountered examples of server ticks interacting perceptibly with gameplay. | * [http://eve.501gu.de/misc/travelceptor_vs_instalocker.png This example] shows the two outcomes of a confrontation between an interceptor fitted for fast alignment and entry to warp ("Travelceptor") and a ship fitted to lock up and tackle targets rapidly ("Instalocker"), one of the most frequently encountered examples of server ticks interacting perceptibly with gameplay. | ||
== See also == | |||
* [[Gatecamps]] for the mechanics around gatecamping, a highly tick-influenced activity. | * [[Gatecamps]] for the mechanics around gatecamping, a highly tick-influenced activity. | ||
* [[Time_Dilation|Time Dilation]] for the mechanics that revolve around Time Dilation in highly populated systems. | * [[Time_Dilation|Time Dilation]] for the mechanics that revolve around Time Dilation in highly populated systems. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||