



I disagree. I only had the 3/4ths issue when I was on a low-spec laptop which I determined was adding an artificial 1,000 ms to my ping due to hardware bottlenecking affecting packet processing, a ping which was not displayed anywhere.
With a modern PC, even with 200 ping I can move at 9/10ths of the cast and get out of it successfully 999 out of 1000 times.
Maybe the Cloud servers addition is the first baby step towards a fix in the future. It doesn't help the fact we play on 80-100MS because of the current server infrastructure... One can only hope. In some cases, it feels like we are playing Runescape with how the snapshoting works over there


Last edited by MuraBoy; 10-09-2023 at 02:32 PM. Reason: Quote was too big


I actually agree with this,
Its starting to get very noticable these days. I'll be way outside of some AoE mechanic, and I die in a place where there's no way in hell it should have hit me but did.
I havent' ever noticed it quite this bad before, and it affects whole alliances too.




Where you die is not the same as where you got hit though. You usually get hit when the cast bar completes or the red aoe disappears, but the act of the server setting your character to a "dead" status is delayed.
By the time it sets it, you have definitely had time to run far away from it, but it doesn't change the fact that it snapshotted you as dead a few seconds earlier, and it goes through with executing that death regardless. Generally, you know your character is dead a few seconds before they actually die because of having seen yourself in the red circle when it disappear or when the cast completed.
It is certainly an odd system to not do it purely by animation, but it is just how it is and I don't think there is necessarily a right way to do it. It could snapshot via cast or via animation and that's a choice for a developer but I think that cast is more consistent while animation is more intuitive from playing other games.
Jesus christ what did i just read.
Just so you also understand this a teeny tiny bit.
Whenever you see people sliding across the floor without even turning properly yet, it's cause the server is trying to predict movement based on the last input.
This is why pvp movement is so messy, floaty and delayed. Because your client only gets the ACTUAL position every 0,3 seconds. Same with NPCS if a tank does a pull and you try to hit the mobs that run after him. You stand inside them, but it says they are not in range.
This has almost nothing to do with ping. Besides the fact i have a 20 ping im in Austria/Europe.
What bothers me about your response is the ignorance that you think you know what you're talking about. If what you said was true it would apply to all MMORPG's we play. So you're empirically just wrong.
Last edited by dasimBaa; 10-10-2023 at 08:47 AM. Reason: More context.




Alright but that assumes everything is single-threaded, which it very well could be. There would have to be a main server loop and that could refresh at any interval they want, but we can't see their code and to what extent they actually do operations side-by-side.
Using a single thread is something from prehistoric times. It's 2023 and it would be surprising if they didn't use multiple threads. But I can't see their code, so.
Because I do know what I'm talking about. There is a such thing as threads (where operations happen side-by-side) and we can't necessarily see whether they make use of them or how they have gone about any of this, but I made an extremely clear example of a loop in my previous posts that is visible at hunts in particular as well as an example that can be reproduced of the difference between Sidewinder and Bloodletter.
I remember ping affecting me in other games actually, but maybe that is when ping is 200-300 ms and maybe when internet wires weren't as good as they are now. I also agreed that other games don't suffer these animation delays.If what you said was true it would apply to all MMORPG's we play. So you're empirically just wrong.
I don't think I've quite played at a ping that low so maybe it is harder for me to distinguish. I wasn't saying there isn't a refresh rate either. I just find the animation delay to be the more significant issue ie. difference between Sidewinder and Bloodletter.This has almost nothing to do with ping. Besides the fact i have a 20 ping im in Austria/Europe.
All the other issues with snapshotting and movement, I just don't find to be a big deal to me at all and don't cause me any problems even at 200 ping.
Now let's say this is the case and it affects casts. Someone said they have to move by 75% of the cast bar. A refresh rate of 300 ms out of an average cast of 3 seconds (3000ms) is 10%, not 25%. You would have to have 450 ping to need to move by 75% of the cast bar. Even so, that's normally plenty of time with legacy movement.Because your client only gets the ACTUAL position every 0,3 seconds.
Let's apply this logic to an interrupt. If a cast is 3 seconds (3000ms), you would have to use the interrupt by 90% of the cast bar in order to guarantee it registers, which isn't much of a problem. But that isn't the only factor, because there is ping (let's assume the ping is 200ms) and an animation delay (let's assume this is 300ms because I don't know the delay for this specifically). Now you have to use it by 75% of the cast bar. Which is tighter but still doable.
I has little to do with anyone having problems with it, you can get used to it. I said that in my post. But why do i have to get used to something like that in 2023.
And your example with the interupt is essentially how it works. Or have you ever seen someone kick at 90% and it still going off. And iirc interupt is near instant animation.
but it's a bit different still. There is likely systems and "queues" of sorts that optimize and try to compensate for ping related inputs likely by asking when your client sent this input independent and in relation to the refreshrate of other informations like AOE circles, Cast bars, position query etc.
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