Undoubtedly, WoWs LFG system has dramatically evolved, and it has become easier to find a pug raid run. TLDR: WoW and many other MMO games share huge amounts of data back and forth per tick and as the game increases in complexity by adding extra systems and things the servers ability to handle it and keep up gets more and more fractured and broken until it collapses in upon itself: manifested in lag. In World of Warcraft, how to join a Raid is basically: you either have a large group of friends not doing anything else for a few hours that you can play with, or you queue with everyone else and get matched with randoms. HP and MP total changes, XP gain, gold values changing, item location in inventory, duration of buffs and debuffs, etc etc… all of these are values that move from player to server and back, so the amounts of numbers are much larger and still follow exponential growth as more and more players are added to the mix. Now you also have to realize that the players are sending many more than 10 pieces of information in to the server. So lets extrapolate this, and you’ll see it goes up exponentially.Ĥ players at 10 units of information = 40 in and 160 out.ġ0 players at 10 units of information = 100 in and 1000 out.Ģ5 players at 10 units of information = 250 in and 6,250 out. The best thing about Karazhan is that it does not feel like your typical WoW raid. Now if both players are attacking together and keep up about 10 information changes per tick of gameplay we are communicating 20 pieces of information to the server and getting 40 back. The Chess encounter is etched into my mind as one of the most fun encounters in all of World of Warcraft. (Player A sends data to the server 10 times, the server has to send back data 20 times, 10 to each player.) I speak on behalf of myself, my guild and i’m sure any number. I’m part of a community of friends thats going to come back for DF and raid heroic because we want to play together but we cant field 20 players for mythic. So lets say in this case, Player A is performing about 10 actions that need to be communicated to the server. Farkal-darksorrow October 9, 2022, 1:48pm 1. PlayerA uses Mortal strike on the boar he may or may not proc his weapon enchantment, he may or may not proc a talent, he may or may not proc his soulbinds, he may move to the side or front or back, he also auto-attacks on top of this, adding potentially many more interactions. Now of course the real game is more complicated so it goes more like this: (PlayerA sends data to the server, the server sends data back to PlayerA and PlayerB: One action causes 3 streams of information) So think of it like this: 2 Players are standing and 1 of them is attacking a boar. It comes down to how the game is designed, and how the servers handle information.īasically theres a comminication that comes in from every player to the server, and then something that goes out from the server to the player.
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