Latency issues are the only ones I'm worried right now, I don't even care anymore if they change the whole skill and rune system or rework all the classes, as long as the game is playable.
Many streams had "green latencies" and still had plenty of issues with lag (namely item drops taking 2-3 seconds to happen, and most importantly skills not connecting to/landing on monsters, damage to players and monsters being dealt with a 2-3 second delay too), so I'm really skeptical about that article right now.
Then again, we will only know that for sure when the beta begins (or honestly, when the game releases and hundreds of thousands start playing), so saying that "it's confirmed" is quite the statement. It's all speculation for now.
Yet, I'll leave this open for now to see if we can get some real information about this.
Latency issues are the only ones I'm worried right now, I don't even care anymore if they change the whole skill and rune system or rework all the classes, as long as the game is playable.
Many streams had "green latencies" and still had plenty of issues with lag (namely item drops taking 2-3 seconds to happen, and most importantly skills not connecting to/landing on monsters, damage to players and monsters being dealt with a 2-3 second delay too), so I'm really skeptical about that article right now.
Then again, we will only know that for sure when the beta begins (or honestly, when the game releases and hundreds of thousands start playing), so saying that "it's confirmed" is quite the statement. It's all speculation for now.
Yet, I'll leave this open for now to see if we can get some real information about this.
Are you sure that wasn't a problem with the streams themselves or even the streamer's computers?
I think a more likely problem will be when you have multiple people in the same game: US player kills skeleton, AUS player tries to kill skeleton but fails because it died X seconds ago.
Also the servers aren't being bombarded with a million + people on at once, or you know... the first 2-3 weeks of launch where it will probly be around 3-4 million at primetime everyday. I wouldn't rejoice just yet... they have a lot of work ahead of them to do.
I also saw similar things that zero described.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
Hey if anyone can do it it's blizzard! I'm hopeful living in New Zealand, as it means i could play on the north american servers at launch and use the RMAH ( I remember reading it may not be available for all regions at launch and SEA is a prime candidate IMO)
Many streams had "green latencies" and still had plenty of issues with lag (namely item drops taking 2-3 seconds to happen, and most importantly skills not connecting to/landing on monsters, damage to players and monsters being dealt with a 2-3 second delay too), so I'm really skeptical about that article right now.
*snip*
The article speaks of client/server communication, and (without going into too much detail) how the client calculates the outcome of battle. What you're describing sounds like server lag, seeing as you mention "green latency", which is unrelated to the quality of the connection that the client is bound to. This means that even if your latency is really low, like less than 50 ms, you can still suffer from lag (as it's a pretty broad term). Remember that the beta server (I'm assuming there's still no more than one up and running) is facing increasingly heavy load as more players log on and play. So basically it's a stress test, which is normal for a beta.
Exactly what I was about to say.
There is always going to be "lag". But according to this article, Latency will no longer effect combat actions, which is a huge deal for us.
Not to light the pvp fire but i just wonder how that will affect pvp. Like i understand how that works for the game when you are playing the game against the computer which is being decided essentially on your computer(and being checked at blizz). How do you decide it on both the computers at once without their being lag.
I always found pvp to be where i notice any latency issues. i see it as an improvement. WTB aussie servers still.
Ahh well this solution isn't going to abolish ping altogether, else Blizzard would've made more money from this breakthrough than all of their game franchises combined.
Why couldn't we just get Aussie servers? Honestly... We're smack bang in the middle of nowhere, we're not riding around on Kangaroos, we are a developed nation and we need some support/love.
Not to light the pvp fire but i just wonder how that will affect pvp. Like i understand how that works for the game when you are playing the game against the computer which is being decided essentially on your computer(and being checked at blizz). How do you decide it on both the computers at once without their being lag.
I always found pvp to be where i notice any latency issues. i see it as an improvement. WTB aussie servers still.
No matter what lag will effect the game to some degree. You'll just need to learn to aim in front of people, take advantage of lag when moving to dodge, etc.
The more on client side the better, because that's less information traveling across the server to client and vice versus.
Are you sure that wasn't a problem with the streams themselves or even the streamer's computers?
I'm not sure.
Basically what I saw happening a lot was the person would cast the spell, the animation would come out instantly (like Bola shot), it would pass straight through the enemy (as if it didn't hit) and after 1-2 seconds the enemy would still die, which was kinda strange.
I guess I didn't consider it because even some streamers were actually complaining (which is how I found out about the "latency meter" right by the icons in the bar and that it can be green/yellow/red) that they had a "green" 50 ms latency, and were still having these issues.
No matter what lag will effect the game to some degree. You'll just need to learn to aim in front of people, take advantage of lag when moving to dodge, etc.
The problem is the variation in lag/delay, which can change response from 0.3 to 2 seconds and back intermittently.
I sincerely hope this means a less "laggy" (in a broad sense) environment to play.
Looks like its confirmed: No more annoying latency delays!!
Many streams had "green latencies" and still had plenty of issues with lag (namely item drops taking 2-3 seconds to happen, and most importantly skills not connecting to/landing on monsters, damage to players and monsters being dealt with a 2-3 second delay too), so I'm really skeptical about that article right now.
Then again, we will only know that for sure when the beta begins (or honestly, when the game releases and hundreds of thousands start playing), so saying that "it's confirmed" is quite the statement. It's all speculation for now.
Yet, I'll leave this open for now to see if we can get some real information about this.
Are you sure that wasn't a problem with the streams themselves or even the streamer's computers?
I think a more likely problem will be when you have multiple people in the same game: US player kills skeleton, AUS player tries to kill skeleton but fails because it died X seconds ago.
I also saw similar things that zero described.
for he to-day that sheds his blood with me
shall be my brother..."
Anyone else think the same?
Exactly what I was about to say.
There is always going to be "lag". But according to this article, Latency will no longer effect combat actions, which is a huge deal for us.
I always found pvp to be where i notice any latency issues. i see it as an improvement. WTB aussie servers still.
Thanks Caniroth for the awesome sig!
Why couldn't we just get Aussie servers? Honestly... We're smack bang in the middle of nowhere, we're not riding around on Kangaroos, we are a developed nation and we need some support/love.
No matter what lag will effect the game to some degree. You'll just need to learn to aim in front of people, take advantage of lag when moving to dodge, etc.
The more on client side the better, because that's less information traveling across the server to client and vice versus.
I'm not sure.
Basically what I saw happening a lot was the person would cast the spell, the animation would come out instantly (like Bola shot), it would pass straight through the enemy (as if it didn't hit) and after 1-2 seconds the enemy would still die, which was kinda strange.
I guess I didn't consider it because even some streamers were actually complaining (which is how I found out about the "latency meter" right by the icons in the bar and that it can be green/yellow/red) that they had a "green" 50 ms latency, and were still having these issues.
The problem is the variation in lag/delay, which can change response from 0.3 to 2 seconds and back intermittently.
I sincerely hope this means a less "laggy" (in a broad sense) environment to play.