Questions about Nostalrius

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Re: Questions about Nostalrius

by Flash » Mon Feb 23, 2015 7:56 pm

DrunkenEnvy wrote:
Flash wrote:
Ike wrote:2. No one knows (and why should it matter)

HAHA, are you serious? "why should it matter"

It's how it was and if the server wishes to be blizzlike they will want to fix this eventually. I played the tests and can say that they have not made any changes to it and seemed very much to be stock mangos except for a hardcoded delay on various spells such as polymorph, fear, some stuns etc.

C'mon Nostalrius, you can do better.


On retail they just lowered the cycles to 10ms, making it nearly impossible to hit people at the same time. I like Nostalrius' system more, but I think maybe a 50ms cycle or something would be better than hardcoded delay if you're correct.

400ms cycles are kind of unfun.

I take it you have not played on the Corecraft beta tests? They have a fully functional 400ms batch/cycle system and it works great, feels great, is great.
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Re: Questions about Nostalrius

by DrunkenEnvy » Mon Feb 23, 2015 8:01 pm

Flash wrote:I take it you have not played on the Corecraft beta tests? They have a fully functional 400ms batch/cycle system and it works great, feels great, is great.

I have and it felt like shit
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Re: Questions about Nostalrius

by Flash » Mon Feb 23, 2015 8:01 pm

DrunkenEnvy wrote:
Flash wrote:I take it you have not played on the Corecraft beta tests? They have a fully functional 400ms batch/cycle system and it works great, feels great, is great.

I have and it felt like shit

I guess you're just too used to playing on mangos then.
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Re: Questions about Nostalrius

by DrunkenEnvy » Mon Feb 23, 2015 8:03 pm

Flash wrote:
DrunkenEnvy wrote:
Flash wrote:I take it you have not played on the Corecraft beta tests? They have a fully functional 400ms batch/cycle system and it works great, feels great, is great.

I have and it felt like shit

I guess you're just too used to playing on mangos then.

Perhaps.
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Re: Questions about Nostalrius

by Ike » Mon Feb 23, 2015 8:27 pm

DrunkenEnvy wrote:
Ike wrote:1. Probably not on launch (nobody knows though)
2. No one knows (and why should it matter)


Yeah we do. We tested the server in several betas.

Then why haven't you answered #1 if you've tested every single quest in the game? The thing is you didn't and probably nobody did. So how can you guarantee a 100% like he asked? You can't and that's why you didn't answer his first question.

On to #2. Again, has this actually been tested? And if so, please tell me how do you measure the servers internal tick delay? There is no way of telling without looking it up in the actual mangos source code and then hoping the staff hasn't tinkered with it. There is no definite way of telling for us players and therefore anything other than "we don't know" is nothing more than a guess.


Flash wrote:
Ike wrote:2. No one knows (and why should it matter)

HAHA, are you serious? "why should it matter"

It's how it was and if the server wishes to be blizzlike they will want to fix this eventually. I played the tests and can say that they have not made any changes to it and seemed very much to be stock mangos except for a hardcoded delay on various spells such as polymorph, fear, some stuns etc.

C'mon Nostalrius, you can do better.

First things first, "blizzlike" is a buzzword that, since it isn't clearly defined, doesn't mean anything. Now after getting that out of the way my question still stands. Why does it matter? Do you think that by just increasing the delay everything suddenly becomes more "blizzlike" (what ever the hell that means)? I'm not so sure about that. After all the codebase is a completely different one than Blizzard used for their servers. So what do you hope an increase in the server side tick delay will accomplish? Do you want players to be able to stun one another at the same time, if they fire their abilities roughly at the same time? If the answer to that is yes, then according to their Youtube videos they've taking some steps to allow that. Now judging by your other posts in this thread, you won't be satisfied with anything other than "a 100% blizzlike" (again, nobody besides you really knows what you mean by that) and at that point I have to ask you whether or not you think your expectations aren't a bit too high?

And I'd still like to know from you what you've meant by "5. Is ID system completely rewritten by you? Because stock ID systems provided by emulators are a bughole.".
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Re: Questions about Nostalrius

by Guirssane » Mon Feb 23, 2015 8:30 pm

Ike wrote:
DrunkenEnvy wrote:
Ike wrote:1. Probably not on launch (nobody knows though)
2. No one knows (and why should it matter)


Yeah we do. We tested the server in several betas.

Then why haven't you answered #1 if you've tested every single quest in the game? The thing is you didn't and probably nobody did. So how can you guarantee a 100% like he asked? You can't and that's why you didn't answer his first question.

On to #2. Again, has this actually been tested? And if so, please tell me how do you measure the servers internal tick delay? There is no way of telling without looking it up in the actual mangos source code and then hoping the staff hasn't tinkered with it. There is no definite way of telling for us players and therefore anything other than "we don't know" is nothing more than a guess.


Flash wrote:
Ike wrote:2. No one knows (and why should it matter)

HAHA, are you serious? "why should it matter"

It's how it was and if the server wishes to be blizzlike they will want to fix this eventually. I played the tests and can say that they have not made any changes to it and seemed very much to be stock mangos except for a hardcoded delay on various spells such as polymorph, fear, some stuns etc.

C'mon Nostalrius, you can do better.

First things first, "blizzlike" is a buzzword that, since it isn't clearly defined, doesn't mean anything. Now after getting that out of the way my question still stands. Why does it matter? Do you think that by just increasing the delay everything suddenly becomes more "blizzlike" (what ever the hell that means)? I'm not so sure about that. After all the codebase is a completely different one than Blizzard used for their servers. So what do you hope an increase in the server side tick delay will accomplish? Do you want players to be able to stun one another at the same time, if they fire their abilities roughly at the same time? If the answer to that is yes, then according to their Youtube videos they've taking some steps to allow that. Now judging by your other posts in this thread, you won't be satisfied with anything other than "a 100% blizzlike" (again, nobody besides you really knows what you mean by that) and at that point I have to ask you whether or not you think your expectations aren't a bit too high?

And I'd still like to know from you what you've meant by "5. Is ID system completely rewritten by you? Because stock ID systems provided by emulators are a bughole.".


I think he meant that instance reset didn't have the correct timer on most of the private servers. (not sure tough)
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Re: Questions about Nostalrius

by Flash » Mon Feb 23, 2015 8:39 pm

Ike wrote:On to #2. Again, has this actually been tested? And if so, please tell me how do you measure the servers internal tick delay? There is no way of telling without looking it up in the actual mangos source code and then hoping the staff hasn't tinkered with it. There is no definite way of telling for us players and therefore anything other than "we don't know" is nothing more than a guess.

It's very easy to measure it. Simply record a video with a stable 20, 30, 60, 90 whatever frames per second. Then cast a dot spell on a target, curse of agony for example. Now do that a few times then stop recording. Now go look at the footage frame by frame and count how many frames there are between after you have successfully casted curse of agony and when you see the dot applied on the enemy.

On retail on a 30fps video, this could be anywhere from 0 to 12 frames(0-400ms).

You can see this in every single retail pvp video of vanilla, tbc, wotlk, cata & mop (though they tweaked it a bit in wotlk and afterwards but the principle was the same)
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Re: Questions about Nostalrius

by blvck » Mon Feb 23, 2015 8:44 pm

Instance Lockout system is very poorly written, so it needs to be rewritten. By "poorly written" I mean IDs not resetting or not saving correctly.
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Re: Questions about Nostalrius

by Ike » Mon Feb 23, 2015 8:59 pm

Flash wrote:It's very easy to measure it. Simply record a video with a stable 20, 30, 60, 90 whatever frames per second. Then cast a dot spell on a target, curse of agony for example. Now do that a few times then stop recording. Now go look at the footage frame by frame and count how many frames there are between after you have successfully casted curse of agony and when you see the dot applied on the enemy.

On retail on a 30fps video, this could be anywhere from 0 to 12 frames(0-400ms).

You can see this in every single retail pvp video of vanilla, tbc, wotlk, cata & mop (though they tweaked it a bit in wotlk and afterwards but the principle was the same)

Are there any legit sources backing this up? I'm genuinely curious.
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Re: Questions about Nostalrius

by Flash » Mon Feb 23, 2015 9:09 pm

Ike wrote:
Flash wrote:It's very easy to measure it. Simply record a video with a stable 20, 30, 60, 90 whatever frames per second. Then cast a dot spell on a target, curse of agony for example. Now do that a few times then stop recording. Now go look at the footage frame by frame and count how many frames there are between after you have successfully casted curse of agony and when you see the dot applied on the enemy.

On retail on a 30fps video, this could be anywhere from 0 to 12 frames(0-400ms).

You can see this in every single retail pvp video of vanilla, tbc, wotlk, cata & mop (though they tweaked it a bit in wotlk and afterwards but the principle was the same)

Are there any legit sources backing this up? I'm genuinely curious.

Yes there are: http://web.archive.org/web/20140619092137/http://us.battle.net/wow/en/forum/topic/13087818929?page=6#114
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