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So what happened to llTeleportAgent? |
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
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07-18-2006 21:15
Because 10 seconds is a huge period of time in most cases. 2 seconds is almost unnoticable for most all legitimate uses, all the way up to 4 seconds for a slightly inconvenient but bearable wait. On the other hand, if you get spammed for teleport calls during the inactive period you want to extend it so that the individual can't be griefed (the primary reason for spamming teleport requests, the other being a faulty or inefficient programming of teleporters which is just an unfortunate error). When the disable threshold is reached, the user is informed of the deluge of teleport commands and they can choose to file an abuse report for everyone involved or ignore it and reset the timer (in the event that it's just a scripting problem).
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Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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07-19-2006 16:56
Because 10 seconds is a huge period of time in most cases. Second... a few seconds (5, 10, doesn't matter) isn't a huge wait after teleporting, because the teleport itself is far from instant. Oh, intrasim teleports can take up to a second, so maybe they could have a shorter delay, but teleports to another sim can take 10-30 seconds when the weather on the Internet is bad, and then another 30-90 seconds for the textures at the destination to res, so if your build depends on being able to teleport someone that fast it's not going to work worth a damn anyway. But... I honestly can't see any reason why you would need to be able to teleport sequentially faster than that. Can you give me an example of an application? Would it be broken by (say) ... the greater of 2s or twice the time the teleport actually took, up to 10s max? (and, yes, that's another number pulled out of the air) |
Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
|
07-19-2006 22:04
Well because you stuck by 10 seconds I thought you actually did mean 10 seconds, which really did seem ludicrus. As for trans-grid teleporting, I'm not sure how it's working on your end, but I can go from Arcadia to Serenity Woods, to FurNation Prime with a total teleport time of about 10 seconds (thanks to the wonderful uses of landmarks). Can I think of a practical need for such a small delay as 2-3 seconds inter-sim? Not really. If I was making a tele-hub which featured a resident rated "best of the best" locations to go to, yes lower delay times would be nice, but probably not necessary.
Intra-sim, anything more than a 4 second delay could ruin applications of the function. Say point and click personal teleporting (click "there" and you teleport to the location, turn around and teleport somewhere else), building teleporting stairs to move between floors (waiting 4 or more seconds per floor would be annoying), and again the infinite hallway approach (unless you made a very long hall, because you can cover a lot of ground running for just a few seconds). Would these be disrupted by a 2s/twice the TP time (with some maximum value for that delay) no-teleport delay? I suppose that would depend on the individual. People with poor computers or geographically poor connections (DSL and cable in the middle of the US is suppose to be horrible, or so I'm told) would seem to be penalized for being too poor to upgrade, if it were to take, say, 6 seconds to teleport and the no-teleport delay was capped at something like 8 seconds because of it. _____________________
I dream of a better tomorrow in SL!
You should too. Visit, vote, voice opinions. Support CSG! Tell LL how much it would mean to subtract one prim from another! Prim Animation! Stop by and say something about it, show your support! |