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mikeoquinn

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Personal Information

  • Location
    TX
  • Interests
    Celtic music, MMOs, being a good husband
  • Occupation
    Server Debugging and Troubleshooting
  1. No, for a couple of reasons: PvE opponents are not affected by this delay, effectively dilating time for the player in relation to server-controlled opponents. In PvP, the delay may be equally-present across all classes, but it is of significantly higher impact to classes/abilities used reactively based on the activities of foes (heals, interrupts) than it does to classes who fall into a more proactive role (DPS). Everyone's getting delayed, but precision timing matters - by and large - somewhat more for an interrupt or a heal before a crippling blow lands than it does for the blow itself. I've also noticed that the impact of this issue grows (to greater or lesser extent) when more people are around - not talking FPS, mind you, just the input lag - large group activities would seem to be heavier-hit by this bug, meaning that it's an even worse problem in operations or large-scale PvPthan it is in solo play.
  2. WoW actually had this input lag issue for a while, when they moved calculation of the global cooldown and ability cooldowns to the server rather than the client. In the end, they wound up balancing it out somewhat, but it took them near two patches to figure out an amicable fix. Every time I experience the delay in TOR, that's what I'm reminded of: "I would have interrupted that cast, but the spell that I clicked within the first half-second of the cast bar didn't go off until his spell did."
  3. This is what I was wondering - why do the maintenance with 90% of your player population is going to want to be online, enjoying the game?
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