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Kryss

Core Mechanics

Hey there I only recently heard of your server, and am really excited to see what you guys have been working on due to all other private servers being so shit with our expectations set so high from leaving Nost ( Maybe thats just me though). Either way I have a small query I'd like to ask you, maybe you have covered this somewhere else and I just missed it. Anyways here it goes...

 

Back in retail vanilla for the purpose of not flooding the server with information they kept the tick rate low ( hope this is the right term ), so information going into the server in for instance PvP scenarios would happen simultaneously from both sides of the users enabling mechanics such as two warriors charging each other and merely changing positions or rogues being able to gouge the mage blink. "Features" as such became less of a factor throughout Blizzards expansions due to enhancing their server performances, but throughout private server history this is something you seldom see. So my question to you is are you planning on including vanilla characteristics as such or are you possibly planning on leaving it out on purpose. Thank you for your time and keep up the good work.

Edited by Kryss
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@Asura could answer this better than I could.  Core mechanics are frequently over my head.

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I too would love an answer to this. It's something I had sort of forgotten about vanilla.

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On 6/20/2016 at 7:41 PM, Kryss said:

Hey there I only recently heard of your server, and am really excited to see what you guys have been working on due to all other private servers being so shit with our expectations set so high from leaving Nost ( Maybe thats just me though). Either way I have a small query I'd like to ask you, maybe you have covered this somewhere else and I just missed it. Anyways here it goes...

 

Back in retail vanilla for the purpose of not flooding the server with information they kept the tick rate low ( hope this is the right term ), so information going into the server in for instance PvP scenarios would happen simultaneously from both sides of the users enabling mechanics such as two warriors charging each other and merely changing positions or rogues being able to gouge the mage blink. "Features" as such became less of a factor throughout Blizzards expansions due to enhancing their server performances, but throughout private server history this is something you seldom see. So my question to you is are you planning on including vanilla characteristics as such or are you possibly planning on leaving it out on purpose. Thank you for your time and keep up the good work.

We are not using the tick system. I believe this was bad judgement on Blizzards part, and times change. That being said, we do have our own delay mechanics added in. Two warriors can charge each other, and we have had two rogues gouge each other. It may not be flawless, but it is there, and we will work to improve mechanics just like we do with everything else.

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@Asura Uhm, what do you mean when you say you are not using the "tick system" ? Could you please expand on that ? 

Are you not using the Valve model ?

Edited by Arts
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Asura could give a better answer, but the simple version is, for the sake of old hardware limitations, Blizzard used a "tick" system where they held commands and batch processed them all simultaneously every (I think) 400ms.  That means you could occasionally have almost no delay, and you could occasionally have almost a half second of delay, depending on where in there you hit the button.

With newer hardware and better networks, we don't have to batch process anything.  Commands are processed as they are received.  Asura put in a small delay on purpose to keep the Vanilla "feel" of being able to double-charge, etc., but we don't use that 400ms tick.

I'm pretty sure it was 400ms.  I'm sure someone will correct me if I'm wrong.

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Thank you for the answer Darkrasp.

Well now thats interesting. I mean there are reasons why tickrate / snapshot system is used pretty much in every game. How are you going to handle the authorative part, without actually simulating the game? Or, how do you even handle the npcs ? I would like to receive a technical answer from Asura please :)

Edited by Arts
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