manabouttown11:
Not sure if you are aware or not that your computer does not have a direct connection to the WGT servers.
My connection to the WGT servers goes through, at last count, 11 different servers before it gets to WGT.
Try a traceroute and see how many hoops your connection has to go through before getting to the WGT server. If any 1 of those servers is overloaded the signal is disrupted causing slow load or jittery meter or even disconnects, which is most likely to occur at peak times.
Of course this only explains why this happens as the game stands now. As for a meter module, i'm not a programmer so can't speculate as to how difficult it would be to integrate a stand alone meter module into the current flash set-up.
PREZAKLY! And I'm not much of a programmer, either (some Perl, C++, Javascript), but that's never dampened my enthusiasm for expressing bold opinions. I guess I'd just have a pretty hard time believing that it is, truly, impossible to incorporate a progress bar (swing meter) module into the current setup.
The near photographic concept, the game play model, all top drawer programming and that in part is what makes the klutzy swing meter to damned aggravating. Such an inconsistency with the entire balance of the game experience that is just downright excellent.
Hard to imagine that level of excellence coupled with that level of incompetence, or that level of disregard for member enjoyment. Excellent comment, manabouttown11. And a very good explanation of why it is such folly to try to run a real-time action game over the Internet that is so damned dependent on precise controls (swing meter accuracy)
Like you say, all it takes is for one of the hops between your box and WGT's servers to get hit with a traffic jam and there goes your swing meter stability.