Can you please SQUISH the numbers to reduce lag?

If the player’s system is doing the blockchain calculations it most certainly doesn’t solve anything. If the server is doing them, then there is little point to the system. Lost resources is lost resources and players hate that.

So, today we learned that BotCoin™ reduces lag…

Yes, that spelling was deliberate. I used the sarcasm font and everything.

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I dont think you guys understand how easy that would be to hack. Do you literally want to play Diablo 2 Open servers in D4?

If you’ve ever used PGP for email, you’ll know the concept behind the end to end points in a blockchain authentication system. They are in fact end to end encrypted. If they weren’t and they were that easily hackable literally every blockchain based cipher would fail and cryptocurrencies wouldn’t exist anymore as a result.

I don’t think you’re reading or sidetracked too much to get fixated on it. The drawback is a concern and no easy matter of “do it”.

What is a ‘Gen’?

I’ve played this game since it came out and never came across a ‘Gen’.

Even without shortening the numbers millions, billions, and trillions are easily readible IMO.

The first time I’ve heard of using block chain to do damage calculations… do you know how inefficient that is? Todays cpu’s are more than capable of handling it. It’s mostly blizzard’s servers that are outdated. It was never able to support the game in the first place. Only after it inherited WOW’s old servers was area damage “introduced”. D2 is an 8 player game and it was nerfed to 4 players in D3 to reduce lag.

Web 3.0 servers will be blockchain, and only verify other ppls calculations instead of crunching their own.

The first to do this and patent it will be the King of verified online gaming. No hax = marketshare.

Why do you think D3 has old WoW servers instead of it all being run out of Data Centers?

Error 37 - You are not prepared!

No, they were not prepared! That was 2012 though. WoD for WoW had similar issues.

These days they don’t usually have that kind of problem - and I do know they use some Datacenters. I don’t know which ones or where though.

Sorry, it was just the best combo of D3, WoW and server problems I could come up with at short notice with a quote that Blizzard aficionados would instantly recognisable as being Illidan. I’ll try to use the comedy font next time.

It was. I got the joke and agreed that Blizzard was not prepared!

Again, people aren’t going to tolerate their own systems being used as others’ resources. They can patent all they want, but if the gamers decide to nope the hell out of that type of ecosystem, it’ll crash and burn very, very quickly. Not sure how you’re still not getting that.

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I’d be ok with a number squish.

Not for lag reasons, but just because it looks silly hitting something for 127T of damage.

I stand corrected, and will edit the original accordingly. I do agree that the number of calculations required, particularly from certain mechanics like Area Damage is the cause of much of the lag experienced. As you said, the behavior seems to be tied only to certain high calculation volume mechanics.

I’m not sure the code has that much room to be optimized. I’m certain the team’s been over that code many times over the years and it’s pretty much as clean and efficient as it’s going to get. You’d certainly have expected that sort of thing with the initial release, again when the ROS expansion was released, and then over time with various bug fixes and patches.

The only reason I have supported stat squishes in the past is because, yes, it improves readability, but more importantly, I have held out hope that the devs would reverse some of the power creep and rebalance the game to avoid ludicrously large numbers entirely as part of the project. I don’t believe they would attempt such a thing now, so really, we just need to enable the option that shows the abbreviated numbers on the floating combat text. IIRC, it’s on by default anyway.

For the love of god can we just end this post?
It’s wrong, inaccurate and wasting everyone’s time.
Bravata you are beyond redemption.
Give up, enough info has been shown about what really causes lag and server instability.
It’s not number values

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i’ve been trying to explain this, but everyone seems to have an ego and refuses to understand. All calculations are done server side, it’s why all 4 players experience the same lag. Squish the numbers and it will alleviate this issue to a large extent. We dont need to see SEVEN HUNDRED SEVENTY-SEVEN SEPTILLION damage.

I need bigger bags of popcorn for this thread.

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