Trying to replicate bad server lag is taking the ‘no changes’ mantra too far. The simulated lag isn’t ‘authentic,’ and plays more like a dumbed down version of the game. Just scrap it.
I would tend to agree. Or at least dial it back maybe 50% I don’t remember it EVER being this laggy just to loot items, and I played from NY in oceanic servers for a while.
It’s not replicating server lag, it’s replicating the attempt to mitigate server lag. If we really wanted authenticity, we’d have them downclock the server hardware.
This article pretty much explains it. With a blue post. It’s not really “lag”. The batches had to be larger in vanilla because servers couldnt process as much as they can now. I think keeping the batching at 200 ms is important to keep the vanilla feel.
Creates comical PvP situations in which two Mages can Polymorph each other as well at the same time, as well as other quirky situations.
May possibly reduce server lag, allowing for larger PvP battles.
Cons:
Creates situations in which a healer uses a big heal or is quick to react with a Lay on Hands or similar ability on the tank but they die anyways, and the spell goes on cooldown.
Makes the game feel less responsive and somewhat laggy.
Creates situations such as a Grounding totem being destroyed but absorbing a Pyroblast, even after it was destroyed.
As much as people will tell you that it adds an element of skill to the game, it adds an equal amount of frustrating RNG as well.
No, it’s replicating the actual timing of spell processing from vanilla, which is not what lag is. Lag is specifically when a computer (or network) can’t keep up with processing/througput demand. Modern hardware is much faster than 2004-era hardware, hence current spell batching can be done more often, but even then, if that server gets overloaded, there will be lag.
Spell batching (or any kind of batching) is one way to mitigate load on the computer by doing related work in bunches, to preserve locality of reference, in memory or on disk—especially the latter, as any disk access is orders of magnitude slower than memory access.
Posted by Celestalon
I don’t want to get too deep into the under-the-hood workings of WoW servers, but here’s a super short version. Any action that one unit takes on another different unit used to be processed in batches every 400ms.
Like having your Lay on Hands fall into the same batch as fatal tank damage? You can react with super human reflexes and batching RNG will kill your tank sometimes.
Risk your ability randomly falling into the same batch as fatal tank damage, even though you’re quick enough to react to the damage and use the ability before the tank dies.
Okay.
That’s the opposite of rewarding skill, that’s punishing quick reactions with an RNG batch.
Like i said it’s known it works this way, so u deal with it. If u do it like that u know there is a chance he will still die, because u had to be a stupid f and do it at the last bit of hp.