World of Magic is terribly designed compared to AA

this is a shitshow waiting to happen

I’m new to forums so how am I suppose to know how many times it’s been repeated, thanks for telling me though, can you link a few so I can read people’s arguments on them/TGR specifics.

Its not the inherent flaws, its the game’s overall design

Same could be said about AA having its own share of flaws, but with that game I can agree it had better structure and organization

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What do you mean by “inherent”?

Honestly he made some points, but most of this is negligible thanks to the revamp that’s happening at the moment.

Edit: I personally don’t like client-sided PvP due to what Shady mentioned above, as it is quite bizarre to see blasts that have no reason of hitting you end up miraculously hitting their intended targets anyway, but from what I’m told making PvP server-sided would destroy performance, and no one wants that to happen.

These are the two best ones I could find, also the TGR details post also labels out the obvious flaws

Server-Side PvP is not practical. If you shoot a blast and see it hit the enemy on your screen, it might not deal any damage because the server registers it as not hitting. This would be very annoying since many attacks that land will not do anything. It would be more annoying than the flaws with client-side pvp.

Idk how they do it in AR or AA but can’t they just do that? That’s like the number 1 issue in PvP, hoping it gets changed in TGR.

Im guessing FE?

Idk though plenty of other games with FE on are still optimized a lot, so it doesn’t make sense why wom couldn’t be

Yeah, that doesn’t sound fun at all. AA’s PvP, as far as hit registration goes, was better than WoM’s, but if it can’t be helped, then that sucks.

I can see other’s blasts actively hit or miss me in AA and AR.

Also why is no other roblox game having this issue with hit reg then? There’s been plenty of magic related games.(I know about nothing in Roblox lua though)

AA has ALOT of flaws, when you really think about it, there really wasn’t much content, the story was very short from where it ended off, players were very toxic, the game was glitch fest with big boats colliding and annihilating server performance. Yet we just ignored all that, we all still loved the game, I Feel it’s the same with WoM, it has so many flaws, we all subconsciously knew how bad the game was, yet we still played it, we all still loved the game for what it was. Even if it was short lived and full of disappointment, all the hype clouded everything over, thinking about future updates clouded everything over, the overall concept of the game. Clouded everything over. So regardless of flaws, we all still played because of the one thing that initially made us love the game.

FE (Filtering Enabled) makes scripts unable to talk to eachother between client and server through direct means (i think), and since AA doedcfrom FE it’s possible its combat scripts were optimized for Filtering UnEnabled

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Alot

That’s my point though, AA was designed better than WoM. They both have flaws but AA actually had a structure to it (even though WoM had arguably better mechanics).

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Yep. AA had a linear story and preset NPCs, which gave Vetex much more freedom when designing everything. Also, it was around for longer so it had more time to improve itself.

Skill issue :poggerfish:

If WoM was linear it probably would have thrived, even with its current npcs and combat system

Vetex was probably confused with what to do with the game and it suffered because of it

You’ll never guess what Vetex is doing in TGR.