Server-side curing is intentionally a slow "latency" of average 125 ms to make it not directly better than client-side curing, afaik.
This is a terrible deal for people who actually have high latency, is all I'm saying. I thought one of the concepts of the server-side curing (it was stated that it was) was to even out the odds for people with slower internet connections. It's really easy for the server to establish a baseline ping per character. Maybe this intentional "delay" should not be applied to people who already have significantly slower internet. As implemented now, server curing doesn't help fill the gap between people with super fast and slow pings. If anything it is hard-coded to maintain it.
[...] You'll probably also need to factor in whatever latency is on your connection causing the output from server-side curing to be delayed; if you regularly have latency of 250-400ms then looking at timestamps probably isn't going to give you anything meaningful.
I get the same delay from the "You got paralyzed" line as I do from the "You eat bloodroot" line. Subtracting the difference between the time-stamps is perfectly accurate, assuming no dramatic change in latency inside that 0.250 second window. (The curing delay is very consistently 225-250ms, not 125, or a random 0-250ms)
@Ernam Again, you're wrong. The took the 'average' latency of players and made it the server-side latency. So if you routinely ping more than 125ms (which is roughly 50% of Achaea), you will cure faster than your client system possibly can.
I don't know how it can be put a different way so that you can comprehend it.
That wasn't exactly the whole story of what my tests concluded.
It's a bigger issue, but it's definitely not working as intended(as originally explained to us by administration, at least).
Don't have the energy/inclination to explain my full findings, but if you want to test for yourself, there's some interesting trends that don't interact/function anywhere close to what we were lead to believe.
So go at if you want, I cbf to get into any forum debates atm. Doubtful that this would get fixed, in any case, which is why I'm not bothering.
(I love how Ernam edited his post after I posted mine. I was going based off of his information that the ping was 125ms, and the announce post saying standard delay. Then he changed his entire post)
I wonder if anyone (@Makarios, ACC) has considered the impact of the fact that curing two broken limbs requires a full second longer to cure with the four 250ms delays (one per salve) thanks to the change** to server curing. As if frenzy/vivisect wasn't easy and broken enough as is.
The 2.500 seconds added to curing a 5-limb setup sure as hell doesn't help either.
On the bright side, I don't mind the fact that it's essentially a huge upgrade to mind paralysis/impatience, as they're now both faster than (effective) herb balance. The effect on Mind Batter is also pretty nice, as the curing of the various afflictions takes a whopping 750ms longer to cure.
Everyone using server curing has 1/4th of the aeon affliction at all times, this could have a lot of fun effects on combat balance. Unfortunately, it benefits affliction classes far more than others, as using server curing now afflicts you with a 17% longer herb balance.
** I'm assuming this was a change, because I have never noticed this delay before. If this is how it always was, then I should have been paying more attention.
Don't get me wrong, having a delay is a good idea. Not just for fairness' sake, but also so there's a window where you can ignore/swap an affliction's priority after it lands, before curing occurs.
All I'm saying is that 250ms is way too much. Please consider something closer to 50-100ms.
It should be 125ms. I don't know why it isn't, but enjoy the ping of oceanics and my fellow brits for a time while impervious to illusions! (System ones)
I agree it's too much, but that's obvious. I promise you, you don't need to write four essays on a single page (combat logs at that) to demonstrate that. Go use golden dais or north of thera or something
Yeah it would have made a good thread, but it just came up here I guess.
But yeah, there are still a lot of people who get 25-50ms latency, so if anything, that's (in my opinion) what it should be set to. Even at 125, it makes server curing a little dumb to use unless your ping is 125 or higher. Even 125ms is a 9% slower herb balance. Anyone who thinks that is insignificant has never played a serpent or occie (well).
I know it might seem silly to go so in-depth, but I am trying to back up my opinion with some rationale.
** I'm assuming this was a change, because I have never noticed this delay before. If this is how it always was, then I should have been paying more attention.
It was changed at some point, if this is how it was originally intended to work then it was bugged originally. I just did some quick testing, and it does seem to be around a 0.25 second delay on curing afflictions or putting up defences. It definitely works very differently than it did at first (from my brief testing here).
Yeah, my assumption is that it's been broken since the start. Initially it seemed like something had changed, but after further testing I'm pretty sure it's just been bugged since release.
The .25s delay on cures, as explained by Tecton, is 125ms delay 'there and back'. Because the server is handling 'lag' itself, you only see the 0.25s delay, because you don't see the server 'send' the cures .125s after you're afflicted.
Edit: This was explained on ACC, nobody missed anything in news or something.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
Fun times trying to break into Eleusis three times in a row, @Crixos for going on my stupid expedition only to get him killed. (I saw Rango walk into the room and bailed immediately.)
The fun scrim between Eleusis vs Mhaldor in the tight corridors of the Great Rock. Small scrims like that are more fun than a 20 v 4 against cities.
Edit: Also, fuck being on Hangedman duties, I just ran around chasing people with my blackjack half the time. WHEEEEEEEEEEEEEE!
Fun times trying to break into Eleusis three times in a row, @Crixos for going on my stupid expedition only to get him killed. (I saw Rango walk into the room and bailed immediately.)
The fun scrim between Eleusis vs Mhaldor in the tight corridors of the Great Rock. Small scrims like that are more fun than a 20 v 4 against cities.
Edit: Also, fuck being on Hangedman duties, I just ran around chasing people with my blackjack half the time. WHEEEEEEEEEEEEEE!
That was pretty awesome. @Nyderrasethi for saving me out of retardation with brazier tattoos like three times!
The .25s delay on cures, as explained by Tecton, is 125ms delay 'there and back'. Because the server is handling 'lag' itself, you only see the 0.25s delay, because you don't see the server 'send' the cures .125s after you're afflicted.
Edit: This was explained on ACC, nobody missed anything in news or something.
So in other words, it's a 250ms delay?
It is simulating a 250ms latency, not 125ms. I'm confused as to how this is supposed to simulate the "average" player's latency. There's no way the average player is getting a 250ms ping.
Comments
This is a terrible deal for people who actually have high latency, is all I'm saying. I thought one of the concepts of the server-side curing (it was stated that it was) was to even out the odds for people with slower internet connections. It's really easy for the server to establish a baseline ping per character. Maybe this intentional "delay" should not be applied to people who already have significantly slower internet. As implemented now, server curing doesn't help fill the gap between people with super fast and slow pings. If anything it is hard-coded to maintain it.
I get the same delay from the "You got paralyzed" line as I do from the "You eat bloodroot" line. Subtracting the difference between the time-stamps is perfectly accurate, assuming no dramatic change in latency inside that 0.250 second window. (The curing delay is very consistently 225-250ms, not 125, or a random 0-250ms)
@Ernam Again, you're wrong. The took the 'average' latency of players and made it the server-side latency. So if you routinely ping more than 125ms (which is roughly 50% of Achaea), you will cure faster than your client system possibly can.
I don't know how it can be put a different way so that you can comprehend it.
Doing some testing brb.
Nvm
Nvm, don't feel like messing with this.
Global to per-player timer, perhaps?
Why did you delete that post? You don't want it to get fixed?
I was also enjoying how blatantly wrong it made Cooper.
What Santar deleted: a log of testing server curing delay, at 35ms latency. It consistently delayed between 230-250ms. Not 125ms.
(I love how Ernam edited his post after I posted mine. I was going based off of his information that the ping was 125ms, and the announce post saying standard delay. Then he changed his entire post)
i'm a rebel
Ow.
https://ada-young.appspot.com/pastebin/b2b1eb47
Cut off from prior, 0.5s before the first spear a conc bombs comes in from Jhui, but is a dud bomb. Thank you RNGsus!
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
I wonder if anyone (@Makarios, ACC) has considered the impact of the fact that curing two broken limbs requires a full second longer to cure with the four 250ms delays (one per salve) thanks to the change** to server curing. As if frenzy/vivisect wasn't easy and broken enough as is.
The 2.500 seconds added to curing a 5-limb setup sure as hell doesn't help either.
On the bright side, I don't mind the fact that it's essentially a huge upgrade to mind paralysis/impatience, as they're now both faster than (effective) herb balance. The effect on Mind Batter is also pretty nice, as the curing of the various afflictions takes a whopping 750ms longer to cure.
Everyone using server curing has 1/4th of the aeon affliction at all times, this could have a lot of fun effects on combat balance. Unfortunately, it benefits affliction classes far more than others, as using server curing now afflicts you with a 17% longer herb balance.
** I'm assuming this was a change, because I have never noticed this delay before. If this is how it always was, then I should have been paying more attention.
Don't get me wrong, having a delay is a good idea. Not just for fairness' sake, but also so there's a window where you can ignore/swap an affliction's priority after it lands, before curing occurs.
All I'm saying is that 250ms is way too much. Please consider something closer to 50-100ms.
nvm
→My Mudlet Scripts
I agree it's too much, but that's obvious. I promise you, you don't need to write four essays on a single page (combat logs at that) to demonstrate that. Go use golden dais or north of thera or something
Yeah it would have made a good thread, but it just came up here I guess.
But yeah, there are still a lot of people who get 25-50ms latency, so if anything, that's (in my opinion) what it should be set to. Even at 125, it makes server curing a little dumb to use unless your ping is 125 or higher. Even 125ms is a 9% slower herb balance. Anyone who thinks that is insignificant has never played a serpent or occie (well).
I know it might seem silly to go so in-depth, but I am trying to back up my opinion with some rationale.
It was changed at some point, if this is how it was originally intended to work then it was bugged originally. I just did some quick testing, and it does seem to be around a 0.25 second delay on curing afflictions or putting up defences. It definitely works very differently than it did at first (from my brief testing here).
@Jovolo
Responding to a seemingly rational and non-challenging post with nothing other than "lmao" is pretty trolly, if not straight up rude.
Yeah, my assumption is that it's been broken since the start. Initially it seemed like something had changed, but after further testing I'm pretty sure it's just been bugged since release.
The .25s delay on cures, as explained by Tecton, is 125ms delay 'there and back'. Because the server is handling 'lag' itself, you only see the 0.25s delay, because you don't see the server 'send' the cures .125s after you're afflicted.
Edit: This was explained on ACC, nobody missed anything in news or something.
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
BACK TO THE GOOD PART.
Fun times trying to break into Eleusis three times in a row, @Crixos for going on my stupid expedition only to get him killed. (I saw Rango walk into the room and bailed immediately.)
The fun scrim between Eleusis vs Mhaldor in the tight corridors of the Great Rock. Small scrims like that are more fun than a 20 v 4 against cities.
Edit: Also, fuck being on Hangedman duties, I just ran around chasing people with my blackjack half the time. WHEEEEEEEEEEEEEE!
That was pretty awesome. @Nyderrasethi for saving me out of retardation with brazier tattoos like three times!
So in other words, it's a 250ms delay?
It is simulating a 250ms latency, not 125ms. I'm confused as to how this is supposed to simulate the "average" player's latency. There's no way the average player is getting a 250ms ping.
Back on topic!
Birthday combat log!
http://www.logsty.net/logs/HGi20
Rave to @Tesha for the immediate doubt that I killed him solo.
Heathen scum! ;D