I am making this thread, because i have seen a lot of player demands that Blizzard won't be able to implement easily and players just have to live with it. Computer engineer opinion, i dont know their implementation but i guess: Auction House with ONLY 3 affixes search :
That's because of the SQL requests take way longer to parse through a database when the number of key elements, we are looking for increases. So adding more parameters in the search at the Auction house would greatly increase the computation time and thus for players : it would take like 2-3 sec to refresh or load the AH results. Would you like that when you bid on something and it takes 3 sec for the AH to respond ? Not to consider possible AH huge increase in delay on peek time.
So forget about AH having way more affixes, except if they find a way to separate servers by item search that i doubt is being done. But then it would be harder to look across multiple types of gear. Rubber Banding - Coming back to an earlier positions :
Thats actually a really impressive implementation for game stability. It probably reverts to a recently stable state after collisions started to register unproperly between the server and the client. The more often the collision happen like with WW barb or some DH attacks, the more likely the rubber banding is to happen as it is harder for the game simulation to be rendered and stay in a stable state: Lets not forget any computer game has internal limitations, so dont expect to go as a WW barb into 40 mobs spawning 7 tornadoes that individually deals damage to a certain number of mobs close to it, to be always be computed perfectly. I am taking the WW barb example because i think it is the spec-class the most susceptible to it (because WW barb have no mob collision during WW). Monks knock them aside which is slightly better. As you barbs might notice, when you computer isnt really good WW might cause you to purely and simply disconnect. Don't expect a fix for that soon.
Bot detection on character stats:
I think blizzard started doing so, but if they add the option to lookup for character stats on webpage, there should be a way to classify and register character achievement, so that players themselves could report possible bot characters. I think that would be an easy way for blizzard to eliminate botters. Like character having picked up 160 million gold are highly suspicious.
If you guys have any more questions about how they might have implemented something, i will try to answer within my knowledge of game programming.
An easy implementation : Safe trading :
-Why doesnt blizzard implement a double trade window where both players should agree upon the content being traded with pressing ok once and another button finalise to finalise the transaction otherwise it gets canceled. That would be a safe way to get rid of people taking off a zero, or taking off items. You shouldn't have to worry about stuff like that when doing an in-game transaction.
- Prevent item dropping when a trade window is open to prevent that type of scamming.
ProMPT
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Auction House with ONLY 3 affixes search :
That's because of the SQL requests take way longer to parse through a database when the number of key elements, we are looking for increases. So adding more parameters in the search at the Auction house would greatly increase the computation time and thus for players : it would take like 2-3 sec to refresh or load the AH results. Would you like that when you bid on something and it takes 3 sec for the AH to respond ? Not to consider possible AH huge increase in delay on peek time.
So forget about AH having way more affixes, except if they find a way to separate servers by item search that i doubt is being done. But then it would be harder to look across multiple types of gear.
Rubber Banding - Coming back to an earlier positions :
Thats actually a really impressive implementation for game stability. It probably reverts to a recently stable state after collisions started to register unproperly between the server and the client. The more often the collision happen like with WW barb or some DH attacks, the more likely the rubber banding is to happen as it is harder for the game simulation to be rendered and stay in a stable state: Lets not forget any computer game has internal limitations, so dont expect to go as a WW barb into 40 mobs spawning 7 tornadoes that individually deals damage to a certain number of mobs close to it, to be always be computed perfectly. I am taking the WW barb example because i think it is the spec-class the most susceptible to it (because WW barb have no mob collision during WW). Monks knock them aside which is slightly better. As you barbs might notice, when you computer isnt really good WW might cause you to purely and simply disconnect. Don't expect a fix for that soon.
Bot detection on character stats:
I think blizzard started doing so, but if they add the option to lookup for character stats on webpage, there should be a way to classify and register character achievement, so that players themselves could report possible bot characters. I think that would be an easy way for blizzard to eliminate botters. Like character having picked up 160 million gold are highly suspicious.
If you guys have any more questions about how they might have implemented something, i will try to answer within my knowledge of game programming.
An easy implementation : Safe trading :
-Why doesnt blizzard implement a double trade window where both players should agree upon the content being traded with pressing ok once and another button finalise to finalise the transaction otherwise it gets canceled. That would be a safe way to get rid of people taking off a zero, or taking off items. You shouldn't have to worry about stuff like that when doing an in-game transaction.
- Prevent item dropping when a trade window is open to prevent that type of scamming.
ProMPT