Thevampirenight wrote: »No its part of something they had to do to help with the performance. The update has in fact improved some players fps and performance while maybe making things worse so its a mixed result. Its one small step towards better game performance. Reverting it into a state that hurts the game performance then help it wouldn't be wise.
There is many things they need to do to improve performance and we will just got to get use to the changes. I'm sure or hope their work will actually help and in ways it has helped.Players shouldn't have their expectations to have it all magically fixed because it just doesn't get magically fixed. It takes a bit of time to fix and well there is many things they got to do to fix things.
No, you are right in that this is not going to happen. The changes are for server side performance, and my guess is that those are working as intended. They won't go back, if that is the case. Now, they just need to fix whatever they broke.
i do so like people making examples of things that were literally placebo effects for years already and did not make actual skill combos do damage any faster (all the skills that actually benefitted massively from block cancel in regards to effect realisation speed e.g dawnbreaker, incap already got cast times thus this point is completely gone), but you just had sense of rythm which you do not just 'feel' right now, the actual skill firing time is actually still the same, but keep believing in placebo effects
A lot. Mostly a lot of bugs and lag, and some crashes toorelentless_turnip wrote: »I can't see what these changes has added to the game?
Never trust the client. Any developer who does, is a complete fool.relentless_turnip wrote: »We should have more load on the client not on the server
Fur_like_snow wrote: »It actually made the server issues worse by adding additional layers of server side checks.https://youtu.be/CIzNq2exFHs
Never trust the client. Any developer who does, is a complete fool.
A lot. Mostly a lot of bugs and lag, and some crashes toorelentless_turnip wrote: »I can't see what these changes has added to the game?Never trust the client. Any developer who does, is a complete fool.relentless_turnip wrote: »We should have more load on the client not on the server
Sanguinor2 wrote: »
The reason is simple - the instant you (as a developer) start to trust the client about anything else than the absolute bare bones minimum (player inputs), you have already lost the entire war against cheaters.relentless_turnip wrote: »A lot. Mostly a lot of bugs and lag, and some crashes toorelentless_turnip wrote: »I can't see what these changes has added to the game?Never trust the client. Any developer who does, is a complete fool.relentless_turnip wrote: »We should have more load on the client not on the server
The combat is unarguably worse with block being moved server side.
I am not understanding your argument for that reason.
The reason is simple - the instant you (as a developer) start to trust the client about anything else than the absolute bare bones minimum (player inputs), you have already lost the entire war against cheaters.relentless_turnip wrote: »A lot. Mostly a lot of bugs and lag, and some crashes toorelentless_turnip wrote: »I can't see what these changes has added to the game?Never trust the client. Any developer who does, is a complete fool.relentless_turnip wrote: »We should have more load on the client not on the server
The combat is unarguably worse with block being moved server side.
I am not understanding your argument for that reason.
Because any calculation which the client is trusted to perform can be interfered with by various means, and with the right methods it can be manipulated in arbitrary ways.
If you have something which you really, REALLY need to trust the client with (in your example, blocking calculations), this should be done by implementing strict sanity checking on the server side and automatically banning players who repeatedly fail the sanity checks on the data their clients are supplying.
But, banning paying customers is kinda a poor business practice... you can probably see where I'm going with this.
The reason is simple - the instant you (as a developer) start to trust the client about anything else than the absolute bare bones minimum (player inputs), you have already lost the entire war against cheaters.relentless_turnip wrote: »A lot. Mostly a lot of bugs and lag, and some crashes toorelentless_turnip wrote: »I can't see what these changes has added to the game?Never trust the client. Any developer who does, is a complete fool.relentless_turnip wrote: »We should have more load on the client not on the server
The combat is unarguably worse with block being moved server side.
I am not understanding your argument for that reason.
Because any calculation which the client is trusted to perform can be interfered with by various means, and with the right methods it can be manipulated in arbitrary ways.
If you have something which you really, REALLY need to trust the client with (in your example, blocking calculations), this should be done by implementing strict sanity checking on the server side and automatically banning players who repeatedly fail the sanity checks on the data their clients are supplying.
But, banning paying customers is kinda a poor business practice... you can probably see where I'm going with this.
relentless_turnip wrote: »
I would rather play with cheaters and be able to cast skills when i need to
Thanks for explaining though... I do appreciate not everyone would feel the same.
Sanguinor2 wrote: »relentless_turnip wrote: »
I would rather play with cheaters and be able to cast skills when i need to
Thanks for explaining though... I do appreciate not everyone would feel the same.
You might Change your mind once they start flying over Keep walls and drop 20 Meteors on you all while being unkillable^^
Sanguinor2 wrote: »relentless_turnip wrote: »
I would rather play with cheaters and be able to cast skills when i need to
Thanks for explaining though... I do appreciate not everyone would feel the same.
You might Change your mind once they start flying over Keep walls and drop 20 Meteors on you all while being unkillable^^
And that's why we can't have nice things.BooPerScOOper wrote: »it was
Thevampirenight wrote: »No its part of something they had to do to help with the performance. The update has in fact improved some players fps and performance while maybe making things worse so its a mixed result. Its one small step towards better game performance. Reverting it into a state that hurts the game performance then help it wouldn't be wise.
There is many things they need to do to improve performance and we will just got to get use to the changes. I'm sure or hope their work will actually help and in ways it has helped.Players shouldn't have their expectations to have it all magically fixed because it just doesn't get magically fixed. It takes a bit of time to fix and well there is many things they got to do to fix things.
Oh you sweet summer child.
Thevampirenight wrote: »No its part of something they had to do to help with the performance. The update has in fact improved some players fps and performance while maybe making things worse so its a mixed result. Its one small step towards better game performance. Reverting it into a state that hurts the game performance then help it wouldn't be wise.
Thevampirenight wrote: »No its part of something they had to do to help with the performance. The update has in fact improved some players fps and performance while maybe making things worse so its a mixed result. Its one small step towards better game performance. Reverting it into a state that hurts the game performance then help it wouldn't be wise.
Game played much better for me before Update 25. FPS doesn't mean squat if your skills don't work and you are constantly stuck in combat.
TheRealCherokeee3 wrote: »Even IF lag gets reduced to near nonexistence, and DC's become a rarity, and stable game play (connection wise) are all achieved that STILL wont retain alot of endgame players. Why? again, as many have said over and over, block cancel was the lynch pin in most arguments over combat both in an endgame PvP and PvE setting. Having our combat slowed to such an extent that we are mashing buttons between each skill, is a deal breaker for most. This was again, an intended change via animations and block cancel changes...not lag based. We've all endured the lag issues and mostly overcame them via block cancel. We also mostly overcame zergs and other growing metas via doing chain skill combos and reactive game play.
There's always these two arguments in these threads: server/connection performance-and user input performance via ani cancel. And 9 times out of 10 when I have to choose, I'll choose ani cancel over server performance. Why? because I have no control over server issues. I do however, have control over my character with ani cancel. So I agree with OP in reverting changes. Keep the changes to optimization, server performance, packet loss, and reducing file size on our systems be they console or PC thats all great. Dont revert those. Simply revert block changes. Give us our reactive game play back. Those who dislike ani cancel can continue not utilizing it and running in ball groups ect, and those who do like it can choose to enjoy mastering a skill in an otherwise static atmosphere (static in that theres only so far one can go via sets and champion points until you hit a ceiling).
Thevampirenight wrote: »TheRealCherokeee3 wrote: »Even IF lag gets reduced to near nonexistence, and DC's become a rarity, and stable game play (connection wise) are all achieved that STILL wont retain alot of endgame players. Why? again, as many have said over and over, block cancel was the lynch pin in most arguments over combat both in an endgame PvP and PvE setting. Having our combat slowed to such an extent that we are mashing buttons between each skill, is a deal breaker for most. This was again, an intended change via animations and block cancel changes...not lag based. We've all endured the lag issues and mostly overcame them via block cancel. We also mostly overcame zergs and other growing metas via doing chain skill combos and reactive game play.
There's always these two arguments in these threads: server/connection performance-and user input performance via ani cancel. And 9 times out of 10 when I have to choose, I'll choose ani cancel over server performance. Why? because I have no control over server issues. I do however, have control over my character with ani cancel. So I agree with OP in reverting changes. Keep the changes to optimization, server performance, packet loss, and reducing file size on our systems be they console or PC thats all great. Dont revert those. Simply revert block changes. Give us our reactive game play back. Those who dislike ani cancel can continue not utilizing it and running in ball groups ect, and those who do like it can choose to enjoy mastering a skill in an otherwise static atmosphere (static in that theres only so far one can go via sets and champion points until you hit a ceiling).
Still there would be a flux of new players over time that would not know the old block and would be just fine with the new one. So Its not really a deal breaker. I just think people don't like adjusting to change and I don't blame them. However sometimes change is good even if we don't think it is. Better with the block changes plus a fully playable game that has very little issues then a game with out the block changes and unplayable.