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. 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). Same with damaging, applying auras, interrupting, knocking back, etc.
People begged for batching, we got batching. End of story, unfortunately.
In fact when they added it in beta, the vast majority of players in the beta immediately requested its removal, reported all its intended affects as bugs to the point that blizzard had to make posts explaining it wasn’t a bug, in addition to completely breaking the hunter class because the batching affected pet behavior due to lazy modification of the batch code.
They added it because BLIZZARD, not the players, found it neat and nostalgic.
This is a lie. As someone who was here the whole time, we asked for batching and we got it. And we celebrated it when it happened. Ill post videos and proof from YT and Reddit if I have too.
Not sure why you new comers lie like this. The post you quoted was right. We asked for it, and we got it.
Some complained, but overall, it was something the people asked for.
Still does not change the fact that the current batching is an emulation of the original vanilla one, and still feels different than the game you see in PvP videos made in 2006.
The Nost core had melee leeway and 400ms spell batching.
Go and watch pvp movies from nost then (I do not wanna link em, since this might get me banned) but a quick yt. search will suffice. If you believe the responsiveness on Nost and classic are similar I can not help you.
Classic has a sluggishness to it that popular pservers never had and that is working more akin to the 2006 version than pservers version of vanilla. A quick search history in these forums or reddit will also tell you that I am not the only one pointing it out. That said, I merely wanted to counter your argument that batching is to blame. Pserver operated with batching and did it far smoother than classic does, albeit both apparently running a 400 MS window.
If you believe the responsiveness on Nost and classic are similar I can not help you.
You know you can simply look at logs to confirm that batching is 400ms, right? If what Nano said is true and Nost ran at 400ms batching, then explain how one could be “smoother” than the other. If they’re both 400ms, they’re both 400ms, that’s it.
This is a lie. As someone who was here the whole time…
Whatever. I’m using this character because it has post history going before you could make classic characters. I’ve been here the whole time too.
I could post YT videos and posts of people saying how horrible the batch system was. To what end would that be? What problem do you expect to solve? It does nothing but show it was controversial, not prove anyone is right.
Just because you have a differing opinion doesn’t make what others experience a lie. Get over yourself.
I am fully aware batching never went away. There was no reason to change it. Anyone vaguely familiar with computers knows what happens when you try to fix something that isn’t broken.
Well no, its not really as easy as that. The batching used in classic now, again is forced artificially. The game does not behave like it does in vanilla and pservers. Possibly due to the client each version uses.
As with many other areas of WoW Classic, authenticity is our primary concern. It used to be the norm that combat flow and PvP balance were defined and tuned in a game where spell messages were resolved less frequently. There was a single game loop that processed all messages sent and received every server tick. Nowadays, the game processes multiple loops for messages of differing priorities. Spell casts are high priority, and have been for a long time.
For WoW Classic, we’re moving spell casts to a low-priority loop that will cause them to be processed at the frequency that best fits how the game actually played in version 1.12. Two mages will be able to Polymorph each other somewhat reliably, resulting in two sheep nervously pacing around at range. Two warriors will be able to Charge one another, and the end result will be both warriors standing stunned in each other’s original location.
It just emulates batching, and operates differently than it did in vanilla and it is noticeable, albeit being a nice approach to the original game.
So its not just done with “well both work with 400ms”. The way it behaves is still different. Id advise you to watch older videos (either original vanilla or Pservers like Nost) and see how they dealt with batching. There is a tangible difference on how batches work.