12/21/2023 0 Comments Wow set spell queue window![]() ![]() ![]() So that means there actually was a 400 ms batch window from Vanilla WoW in 2004 up to Warlords of Draenor in 2014, an entire 10 years before the spell batching window was adjusted on live servers! Why is this important to bring up? Well it begs the question, thousands of players have been asking for Blizzard to make the change before The Burning Crusade comes out (which many people think is coming soon).īut this is a significant change from how Burning Crusade actually was. but it'll be literally 40x rarer than before, and the whole game will feel more responsive too. I can't guarantee that you'll never ever again run into cases where Guardian Spirit went on cooldown and the tank still died. It took a considerable amount of work to get it working that way, but we're very pleased with the results so far the game feels noticeably more responsive. ![]() We just do it as fast as we can, which usually amounts to between 1ms and 10ms later. Another 70ms goes by, and the Guardian Spirit aura request pops up, and goes "Hey guys, I'm here!. 250ms later, the boss lands another hit on on Punky. That request will be filled next time the 400ms timer loops, which happens to be 320ms from now. The cast goes off, Guardian Spirit goes on cooldown, and a request is placed for the Guardian Spirit aura (that prevents dying) to be placed on Punky. The server verifies that Holly is able to cast it, and that Punky is alive (great!). Punky spikes low, and Holly hits Guardian Spirit in a panic. For example: Holly the Holy Priest is healing Punky the Brewmaster. That delay can feel bad just due to the somewhat laggy responsiveness feeling, but also because the state of things can change during that time. Same with damaging, applying auras, interrupting, knocking back, etc. Some very attentive people may have noticed that healing yourself would give you the health instantly (minus client/server latency), whereas healing another unit would incur a delay of between 0ms and 400ms (again, on top of client/server latency). Any action that one unit takes on another different unit used to be processed in batches every 400ms. I don't want to get too deep into the under-the-hood workings of WoW servers, but here's a super short version. Yes, there was a very significant underlying change here, that may have implications for theorycrafting (though minor). I've hinted about this in the past in a couple interviews. I was wondering when this'd get brought up. ![]()
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