Maybe if Blizzard didn’t listen to the fanatics and tried to create early 2000 type feels we wouldn’t have these problems.
So much complaining about stuff like this and all would be solved had they not listened to the screeching vocal minority that demanded all of this. You got what you asked for.
I don’t criticize Blizzard for not making a “perfect” recreation.
However, clinging to mechanics that served a purpose in 2006 that they no longer do and worse, that perform awkwardly in the new engine (to say the least) seems to defeat the purpose of porting the client to the new engine. It doesn’t perform as it should in many material ways.
Saying blizzard should have done one of two things isn’t a false dichotomy. It’s not even a dichotomy, since it presupposes that there are more than two options. I’m saying either of those two solutions would be good… and all others are bad.
Where a.) is one of two things you’ve said, and b.) is anything else. I won’t press my point. I just thought it was ironic, because of the wording you chose to express your ideas.
Making a "vanilla remastered in the current retail client and server with changes that makes sense (IMO this would be fine);
Blizzard’s way of trying to replicate the old server functionality in the new server software, slapping the new client on it, and making a halfhearted attempt at #NoChanges (I say this is currently not good);
Using the old client and server, but updating them to run on current software (I’d say this would be ok); and
any other option you could think of (probably bad).
Also, it’s not STRICTLY just good and bad. There’s a scale, but I’d say option 1 and 3 are more good than bad, while option 2 is clearly bad, and option 4 is probably bad.
That’s exactly what they did, but the modern anti cheating needs create an impass on using the original 1,12 client / server relationship because some things were actually handled client side in actual Vanilla that made it run so good.
Modern WoW client sever relationship that classic is built on does everything server side. This is why copy / paste of batching values can never work the same.
Spell batching is in every single online multiplayer game; it’s the frequency of the batches and how it’s handled that gives you a certain game feel.
I’ll just address this, to explain, as it’s quite obvious to me, but you seem to be misunderstanding somewhere.
You’ve said:
And then
One way of restating this would be:
There are two solutions that are good. Let’s call them: OptionA, and all other solutions are bad. Let’s call them OptionB. This gives, exactly 2 choices for all possibilities, OptionA and OptionB.
That is a false dichotomy as far as I am concerned.
It’s interesting that you’ve stated they have tried to do #2. Why do you think so?
It seems to me that they have done option 1. However, you have stated “This means leaving out things like limited debuffs, leeway, spell batching, etc, and then tuning it so that it FEELS authentic even though it runs much more smoothly,” But you have not given any reason to support why that would mean leaving these things out.
They used VAVILLA data on a modern WoW server and a modern WoW client.
The word “server” is speaking about software not hardware.
The hardware solution while important to situation is a separate component to the situation .
In short it’s a modern WoW system 100% with a vanilla look and feel, even if a little imperfect because of it being a product in the process of becoming what it should be.
You’re in need of a chill the he’ll out hyperactive guy.