Latency no longer a Factor in Diablo 3 Combat?

I know, it almost sounds like a dream, but it appears that it’s true!

According to a few sources playing the F&F Beta, it seems that Blizzard may have found a way to completely remove the delay of character combat actions resulting from network latency. This is further evident in many of the gameplay streams and youtube footage, in which nearly all combat actions appear to be instantaneous as if played in single-player. From what we understand, this only applies to combat actions, and not other gameplay functions, such as looting, chests, salvaging etc. The exception being big lagspikes, which will always cause a delay.

This has been corroborated further by F&F beta players who live in Australia. They are reporting that they are not seeing any delays in their combat actions, while having at least 200ms latency.

F&F sources have it that Blizzard are using a new method of client/server communication that provides a secure and tamper-proof method of using the local client to handle its own calculations, while sending the data to the server for verification. The Client doesn’t require the server to respond, hence removing Latency from the equation. The exact technical information of how this works is unknown, particularly how it protects the game from tampering with the client, however it is believed that the server checks all the data that comes from the client, and if it detects tampering it disconnects the client. This eliminates the need for the client to have to wait for a response from the server, and runs as business as usual unless the server doesn’t like what the client has sent it.

This is huge news, particularly for players in Australia, New Zealand and other high-latency regions that don’t have localized servers. Diablo 3 combat looks very fast-paced and the slightest delay would make the game feel rather broken. As well-illustrated by this monk gameplay video.

If this turns out to be accurate, huge props to Blizzard for getting rid of the plague we call high-latency!

Update: More F&F Beta testers have further corroborated this information. Naturally we can’t confirm this as 100% fact as we have not experienced the Beta, however it seems that all combat actions are instant despite your latency! All rejoice! (AU and NZ players especially!)

Update #2: I am extremely pleased to announce that we now have 100% confirmation that this is indeed correct! Latency no longer matters at all for combat! You can now safely be ecstatic without risk of getting your hopes up for nothing.

Proof you say? Here it is. This youtube video was taken a few days ago by a F&F Beta tester. We have since found out that he is Australian, and as you may or may not know, Australian’s have at best around 200ms latency to the United States, and if you’re an AU/NZ gamer, you know just how noticeable that is. His attacks are instantly being calculated and applied without any latency or delay. Check it out below the fold.

This is indeed the best thing since sliced bread. (In gaming terms…)

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110 thoughts on “Latency no longer a Factor in Diablo 3 Combat?

    • This is great news. Makes a little less painful the always-online requirement. Yet I’m not liking the sensationalistic tone of the piece, but this is just me I guess.

      FYI: this is nothing new in gaming. A few co-op online games have been using this approach already. Still great they are using this technology for D3.

      Other things which will still be subject to latency: PvP Arenas, actions performed by other party members in multiplayer games, etc.

    • Yeah, I was seriously weighing up whether to buy it or not. This just made my decision much easier.

      Why didn’t Bashiok say they were doing this back when the “MP only” stuff first became known?

      Also the way this works is probably through an encryption system similar to what those key fobs that you get for some bank accounts work (and I believe they have them available for WoW accounts). Your specific copy of D3 will have its own internal ID that is used to generate keys over time using a mathematical formula. Your account on the D3 server will be tied to your client using this internal ID. When combat data happens on the client it will be encrypted using the current key and sent to the server, which will decrypt it. If hacked data is sent to the server, it will need to be properly encrypted or the server won’t understand it, so unless someone can get the key out of the client they won’t be able to properly encrypt the combat data and so it’ll be rejected. The keys change over time, so even if one key is compromised, it won’t be valid for long.

      No doubt the D3 server will make a record of invalid keys and if any particular account shows a high number of invalid keys, Blizzard will know the player is trying to hack the game and can ban the account.

      If this is correct, it means you can pretty much give up on seeing a hacked server any time soon.

      • That’s just part of the story. It will also need to verify that your ‘valid’ data is actually valid. Meaning that they will want to stop peeps with valid keys from tampering with the data they send to bliz servers during battles or at any other point in time.

        Which is great since we can expect to see cheaters banned on the spot as it were.

    • TCP packets can detect when the packets are lost and retransmit. As well as error checking and a bunch of other functionality so this shouldn’t be an issue.

      • Depends if they’re using TCP or not, though. Most games use UDP due to lower processing overheads and being able to deal with lost packets (usually just ignoring it).

        D3 could of course use UDP and overlay their own QoS enforcement on top.

  1. I remember when everyone was complaining about the forced latency in SC2 and then Blizz halved it in a patch but didn’t tell anyone.  No one noticed.  I think the claims of having 200ms latency being unplayable are a bit exaggerated.

    • 200ms is bad on a FPS, unless you’re used to it.

      In D2 in the few times I tried playing online I got pings of ~250 and it just made it really annoying to play, to the point that I didn’t.

      I don’t think 200ms being unplayable is exaggeration for a game like D3 at all.

    • Australians will tell you that 200ms latency feels completely different from single-player in D2. I play online because I like playing with others, but the game feels substantially different; more point-and-hope than a sensation of direct control.

      I’m not sure North Americans can fully appreciate what this news could mean to us Aussies.

      • Having lived in NZ for a while, I sort of agree. 200ms latency does not make games unplayable, but it does provide a source of constant irritation.
        Going from that to no latency is like Forrest Gump ditching his leg braces.

    • You can’t really condemn people for complaining though as this is the first time this news has been documented. High latency is the reason I played SP extensively in D2 and I was very worried about D3 until now.

        • Is it confirmed? No, it’s unconfirmed. If it’s unconfirmed, then it’s a rumor. There’s zero from Blizzard on the matter, and look at the beta forums–nothing.

          No, I sure don’t know what a rumor is.
          That’s completely besides the point of leaping across the grand canyon of logic of saying that it invalidates the argument of latency because let’s assume some magical wand was waved and combat didn’t lag.

          Yep, that sure means nothing for map generation, monster location and movement, loot generation and placement, etc etc.


          posted 22 hours ago btw.

          • Hey Rising, I read that thread and it appears that the guy is being obscure. If you read his initial quoted post, he is describing lag-spikes, not latency.
            Quote: “It’s pretty disorienting to see my character use their attack swing animation, move away from where he was standing, then suddenly warp back in place with the special effect graphic playing 1-2 seconds AFTER I see him swing. Many deaths were incurred as a result of this server tie-in on a single player playthrough.”
            1-2 sec lag spikes, not latency. This fits in with how we think the new architecture works – it sends things to the server obviously, and is only affected by server lag / client lag spikes.

      • It’s been further confirmed by some other beta testers, one in particularly mentioned he is on College wifi with 1000ms latency, and his game is running as if he’s in single player.

        At this stage, I would say that the results are speaking for themselves. People who have played all their lives with 200ms are saying that it’s instant, as well as many others.

        • People who’ve played at 200ms all the time would find 100ms to be incredibly fast… so let’s not jump to any conclusions yet.

        • Azzure, was there anyone who had around 2000ms latency that said single player was smooth? i got 2k and im freaked out that i wont be able to play this game

  2. Sounds too good to be true, I wonder how it will do with the full load, but then again, what do I know about servers? So I remain skeptical but this is great news indeed.

    • You are right to be skeptical. Because this is not great news.

      First and foremost this is not Blizzard’s unique method for client/server communication. Path of Exile uses the same thing too and I know there are more games out there uses the same thing.

      But there’s a huge downside for this. Client/Sever sync. The combat will be out of sync very often and it will delay the actions more than you think. There will be times you won’t be able to hit a mob or die because of unseen monster or find yourself in a different place.

      This can’t be 100% solved. But you can limit it. We’ll see if Blizzard limited this to unimportant level.

  3. So the client does have access to combat calculations? That doesn’t sound very safe, but I guess it’s safer than loot being handled client side. We’ll see how it plays out.

  4. This reminds me of the “new lag system” or “new netcode” that Valve developed as a Half Life patch. It was quite possibly the first big title client-side prediction system ever developed. It was the holy grail to online gaming. If you ever played Half Life before that patch, or practically any online game, you’ll know that you had to not only predict for something like a rocket launcher’s trajectory, but also for ~250 ping of latency, so you had to aim WWAAYY ahead. This required IMMENSE skill. Or immense luck 😉
    The “new lag system” (client side prediction) eliminated the need to predict for latency entirely, although you could sometimes get killed by LPBs (low ping bastards, i.e. ISDN subscribers, and maybe DSL subscribers) when you believed you were in no harm. Thats the cost of client side prediction: potential bullshit when your client catches up to the server. However, with a game like Diablo 3, each client should be able to predict monster movement with 100% certainty, preventing any potential bullshit 🙂
    Just thought I’d rant a history lesson for the uninitiated.

  5. As an Aussie, I breathe a huge sigh of relief at these news. That was my biggest worry. Though it still looks crappy with the delay of attacking doors though. :S

  6. The way computers generate “random” isn’t random… if the server knows the starting “seed value”, it can allow the client to do the math, then corroborate that the server math matches the client math…
    Basically, it works and remains secure by doing identical math twice and making sure the results are the same.
    Educated guess, I do not know (obviously).

  7. Since no one else has mentioned it yet…. what about PvP? I couldn’t imagine the same concept would work for that… thus leaving us Aussies at a significant disadvantage in the competitive arena once again, :(.

    Ah well.

    Edit: Not to say that I’m not impressed with this from a PvE perspective. It still sounds pretty bloody awesome!

    • That was my wonder when taking to Azzure about this when he was giving me the info, before we decided it would be easier for him to just write the post himself.  So will lots of people play PvM perfectly and think it’s great, and they try PvP and find it unplayable with huge lag? Also, how will PvM MP work, in comparison? Wouldn’t you see a lot of jumping around of the other players, plus the monsters that are chasing them and dying to their attacks?

      That said, this is still clearly good news for all the people with bad connections, for whatever reason.

  8. Damn, if this turns out to be true then it’s great news. Living in Cape Town I was never going to ping lower than 250 to the servers, and it was my biggest beef with D3 (because it just sucks playing with latency).

    • I’m also in Cape Town, so that’s awesome news. I was wondering what I was going to have to do to be able to play D3 decently so I hope this is true.

  9. It’s called: Blizzard put server side code on the client. I.E. They could offer OFFLINE Single Player – They just want to be able to track your usage / be able to “cross-sell”.

  10. Great news!! Latency was the main reason I never played on realms for Diablo 2 and only played via direct IP connections with friends (or SP of course :)).

  11. Doesn’t sound all that great to me… just sounds like going back to the old ipx/spx days.. connectionless servers, but hey they worked well too.
    It also sounds like a big can of worms in a way… if blizzard will disconnect anyone if it ‘detects tampering’, it sounds like a fairly easy exploit to cause people to be disconnected.. applied on a large scale it could be kinda disastrous.
    I’m all for less lag tho.. if it works!

    • If they’re running the connection over TCP, then interfering with other people’s connections at the game data layer will be very difficult – the spoofed packets will be dropped by TCP and the game server won’t even know about it (unless Blizzard specifically put in code to look for it).

      If they’re running over UDP then they’d like have their own QoS system in place that would likely have most of the same features as TCP.

      • From what I have heard, (and I’m not very technical in networking so I don’t even know why it needs a “code”) the server provides “X number of codes” to the client in advance, and the client actions all contain those codes. This probably makes more sense to you then me 🙂

  12. How is this different from D2? Remember when the server lagged or died? You could still run around for a while and even cast spells that appeared graphically. Only after a few seconds did you get kicked out of the game. That’s because those things are handled client side and the server catches up if the data sent to it is within reason.

    • +1 for being the only person to realize that Diablo 2 functions the exact same way. Attacks and animations are always done client side, and then the server checks the data. Thats why attacks and animations fire always fire off flawlessly, and the ‘lag/latency’ occurs on damage being dealt to the enemy.
      TLDR: Same as Diablo 2, people derpin.

      • ” Thats why attacks and animations fire always fire off flawlessly, and the ‘lag/latency’ occurs on damage being dealt to the enemy.”

        In D3, the attacks and animations will fire off flawlessly AND the damage being dealt to the enemy will also fire off flawlessly.

        So it’s not like Diablo 2 at all.

        “TLDR: Same as Diablo 2, people derpin.”

        No, just you.

      • Sorry no. Diablo 2 definitely has a latency delay, I can say this with 100% certainty (since I have 200ms). WoW also has a delay. This will be the first title I’ve seen that would do this.

        • Sorry, you’re wrong. And anybody can take a simple hike onto the Asia server and prove you wrong in about 30 seconds.

          • I’m a software engineer who develops firmware for switches and routers, so I do know a thing about “netcode”, thanks.

            For the record, this [cK]Extreme person originally said I didn’t know anything about “netcode” and it was “laughable” in how I outlined how it will work up above. Hence my reply. Evidently I embarrassed him, so he edited his own post to remove it.

  13. With all the crap about having the server secure I didn’t dare to hope they’d do something like this. Awesome 😀

  14. So if a player from country A engages a player from country B in PvP, player A could be hitting player B and dealing damage, while in fact he is already dead (player B killed him a second ago, but he is lagged out). What happens to their advanced “anti-latency” system then, does it explode?

    • It does become rather problematic. My only guess is that they’ll go back to the standard Client-Server model we know from Diablo 2 in PvP.

      • Exactly what Lanthanide said. In PvP/Arena I’d fully expect the game to behave traditionally. We already know other game systems (such as item drops, loot etc) works in the traditional “latency” way, so it wouldn’t be out of the ordinary for PvP to follow the traditional route.
        Co-op is more forgiving, and the worst that can happen is player A and Player B may attack the same mob and the server will judge who got it first. It’s not a big deal because killing blow doesn’t influence anything anymore. (you get your own loot, exp)

  15. As an Aussie player, I wasn’t going to buy the game… but if this really works as well as people are saying, I defs will woohoo!

  16. Certainly very good news for us South African players. I’ve been playing all of the blizzard games on since Diablo’s inception in 1996. Despite the 350+ latency on all the games, I found all of them still enjoyable, even though I coulndn’t compete in the more competitive environments (like WoW ladder PVP). I would’ve bought Diablo3 in spite of knowing my latency would suck, but this is just awesome news.  😀

    • …or even picking loot:

      + 1/4 second to see the loot hit the deck
      + 1/4 second for the server to see that you clicked it

      BZZT! Too late. That guy in California already got your loot 🙁

  17. Sounds like combat actions are asynchronous with their central servers.  So all the calculations are still processed – but your actions on your PC don’t block on their validation.  But as they point out – they are eventually checksum’d and if things don’t add up (likely due to cheating) they will disconnect you which is a neat idea (and probably flag your acct).
    Important transations remain synchronous (like looting and such) which also seems to make sense. 
    But keep in mind – this does not mean lag spikes are gone.  So HC chars must remain aware 🙂  Nothing can stop lag spikes if you’re networked.  All this does is merely make combat action as snappy as your PC can make it (so it’s in your hands to make it fast) which certainly helps and goes a long way.  But lag spikes will still exist – don’t mistake that.

  18. May i just say…..
    HOORAH!!!!!!!! (from australia)
    lucky i didnt cancel my pre-order yeh?
    But……. does the combat include boss combats? not sure if leoric is counted as a  big boss per se…….. Say if some boss has a few “phases” where after u drop the boss to 50% HP, it transforms and gets uglier, will that hav some lag still, and givs the boss time to kill u before u hav time to react?

  19. Versus is not currently enabled in the F&F beta, so I’m not sure how people are giving you good reports of no lag during pvp, I can say that unless you completely desync with the server and get dropped, Even when my wifi gets interference and pushes past 1000ms, I don’t feel it while playing alone. I would assume to a friend in the same game I look like I’m jumping around a bit though. As of current, for PVE this is fine, in the real PvP, I’m not sure it would well. We’ll see how it turns out.

  20. I found this a very good news. ++ to Blizzard developpers !
    After thinking a bit about it and reading comments ;
    I feel it could be a good improvment for solo playing but I can’t imagine how it could work in multiplayers games and I’m very dubious about it !

  21. You can actually notice this happening in the current Beta videos. Notice how combat has no delay or latency, yet when a monster dies there is a TINY delay in when the loot pops out? It’s very slight, but it’s noticeable. Same goes for chests, there is a super-slight delay when people click on the chest and when it pops out treasure. Yet combat has absolutely no delay. I noticed it in one of the Skel King kill videos, the loot popped very slightly delayed after his death animation.

  22. This is genius. While this means that combat itself will now be crackable,  everything from loot to events will be handled serverside, and thus very hard to replicate. If you somehow modify your combat stats in-client, the server will note a bad sum on your part and disconnect/delete your character/ban your account.

    This ofc for SP. Multiplayer will still depend on the overall latency of players. Cracked D3 will probably not work as campaign events won’t happen without proper input from servers.

  23. I’m pretty sure this will be the same in PVP. What about League of Legends? I play from Australia with 200ish ping and everything appears instant even with 9 other players playing in the same game. Sure theres some prediction there and occaisonally u might appear to “teleport” a bit but they are few and far between. Obviously u will always have a disadvantage with a higher ping but this netcode allows you to play more like someone with slower reactions (at least on the server side) rather than a total noob 😀

  24. Wow… just wow. This is really the only qualm I had with the game. As an Aussie, too… I’m almost in shock (almost :D) about how big this is. I am so damned overjoyed, I don’t know what to do with myself!

    Wow! Thanks to the software and networking engineers at Blizzard!

  25. If this is true it means that almost the 100% of the data is storaged in the client, not in the server as some people believe.

  26. So we have an rumor and people party like hell without knowing for a fact how it will work in reality….. not that i am surprised. But i wait to celebrate until we see that it really works.

    of course blizzards battlenet will never be able to be as instant as single player would be.  Its after all hard to beat zero latency and no lag spikes.
    This rumor also does not give us any insight in how d3esync issues and the dreaded black wall of online diablo 2 would be handled.
    It might be the encoding or that its on you tube but quite a few of the beta videos lag noticeably

    • What size shoe do you wear? I want to know how far you are going to have to unhinge your jaw to fit it inside your mouth.  😉

  27. Most likely they’ve put only combat prediction to the client-side. I think random level generation will be done on server, as well as some other not so critical functionality, like loot. Plus requirement to be online means automatic game updates, much better statistics (resulting in better balance patches), less psychological barriers for SP players to try MP, etc.

    This doesn’t mean, they were not able to do the offline single-player. They could and with not so big efforts. But advantages of not having offline mode are just bigger.

  28. FYI Everyone, I have updated the news post to reflect that we now have 100% confirmation that this is correct. Proof is also provided in the news post.

    • Well it’s not really “100% confirmation” – we haven’t had Bashiok or other Blizzard rep “confirming” it.

      All we’ve got is a single video where it appears to show what we’re expecting to see.

  29. Why this isn’t as exciting as people make it out to be (keep in mind, I consider this very positive news for a person like myself with a fantastic connection, and I’m all for it).

    As mentioned by a previous poster, there is still going to be a WTFBS factor involved here. As in half-life/CS, people with terrible connections are going to either look erratic, or you’ll both be playing a different game. What I mean by that is that with delay being corrected for, the opposing character is going to be making movements that are averaged out by the server, or predicted. This means that he moves in one way, and you see it differently. For all serious concerns, this isn’t the biggest deal (especially compared to constant delays!) but it makes the game a little less… tight.

    I’d bet money that if you ran two computers side by side, one through a proxy to china to add some delay, you’d find that the combat on each screen would look very different. Is this a problem? I don’t know. Depending on how it is implemented, it may not really matter. But it is something to consider, aesthetically, and strategically in high level PVP.

    Implementation is key, and there isn’t a company around I trust more to pull it off. I just wonder what side effects there will be. You can’t magically erase latency. Something has to give.

    • Absolutely right. There is no such thing as no lag in a client/server architecture. What you can do if you’re very good is make it appear as if there is no lag, but the two are quite different.

  30. Sorry, no time to read through 72 comments to see if this was asked; however, am I correct in assuming that this will make the private server project a little easier (assuming they can get their hands on that code)?

  31. Wow flux this is funny you posted this article.   I was just playing SC2 last night and thinking that the lag from a playing with a player with high latency is horrible.   This is extremely common in custom maps where a player with a bad comp or connection can ruin the game, latency wise, for the rest of the players.    I was planning on asking this question on the main boards.

      • I am usually cognizant of the other posters I think I was reading so fast through some of the articles I swore I saw his little avatar.   My apologize go out to Azzure.  I fully blame it on lack of coffee.

        • Well it is Azzure’s first post ever, so easy to miss. He’ll be making a lot more posts in the future, but not exactly on this part of the D3 incgames network.

          • I also wonder how or if it will change in multiplayer games.    Since it is only in multiplayer games in SC2 that the lag monster rears its ugly head. I will post it on the main d3 boards not that I am expecting a response.

  32. Great news if its true, i only planned to solo anyway. I wasn’t going to buy the game because latency ruins the experience, but if this ends up correct i will for sure.
    Please let this be true ^^

  33. Actually I’m surprised the lag even existed at some point. The blizz server has two purposes in multiplayer games: syncing game state between players, and validation of various actions (such as weapon hits, item pickup, etc.).
    Monster behavior works just the same as in every other game, there’s nothing being processed exclusively by the server and fed to clients, introducing the lag. It would be just a horribly wrong netcode design.
    Validation is usually done in some background thread, transparently to the player, and does not interfere with gameplay. If cheating detected, the server may take measure later, such as removing an item from inventory or disconnecting players from a game.

  34. I’m in F&F alpha and this report just is not true at all. Latency has a very noticeable impact on skills, movement and monster behavior.

  35. Unfortunatly this is just a PR-trick. Even more unfortunate is that IncGamers bought it and (at least in my eyes) lowered their credibility a little. There’s a lot of misinformation in the comments too, usually of posters who think they know anything about networking or TCP/UDP.
    UDP isn’t used because it’s lightweight, but because TCP is stream-based and delayed packets will holdup later-sent packets until the delayed packets have all arrived. This can stack up and give you spikes, and in UDP you can totally avoid that. TCP is much more attractive in a NAT/Router point of view, but it’s not enough.
    You can’t trick reality. Even the title is ridiculous; of course latency is still a factor. You can hide it, and that’s nothing new – classic example is preplaying animations on the client before the command arrives to the server.
    Even if some commands are instantly handled by the client itself, other players won’t be seeing your delayed commands until the server tells them it happened – which will give other clients a laggy experience of that you instead. And still, any other actions or \area of interest\ updates (which tells the client that a new monster has come onto your screen) will be delayed and there’s no way around that.
    You can lag predict and keep old state on the server, which is done in Source, but that’s a small part of the gameplay which is affected.

  36. I would certainly want to see this before believing. The only system that seems like it could remove combat lag would be… magic.

    Systems that can reduce lag however, sure.

  37. This is fucking awesome, the delay can be so frustrating, it’s the reason I really don’t play much sc2, its so rough when you are in masters and every move u make takes a second to actually happen/

  38. I can think of exploits to this. What if you use a hack to make your character always deal max damage? The server wouldn’t find any contradictions with this, unless the client and server’s calculations for random damage are on the same wavelength.

  39. I can understand the solo aspect of the lag this would prevent, but your still at a 200+ ping, and there will be a notable latency between what you do in aus , and what your buddy does in the us. I’d like to see a comparison between the screen of someone in Aus and someone in Us with each other.

  40. I’d like to hear a report from someone in beta with high-pings about the difference in combat-feel between SP and coop with at least one other player.

    I’m assuming that MP will have your typical delayed combat effects (at least related to players receiving damage), unless Blizzard figured out some epic magic similar to quantum entanglement.

    They can probably safely let players overkill a monster (2x 200ms ping players attacking at same time, client-side code kills mob, server confirms it, even though if it were not laggy, monster would have died 200-400ms sooner from combined damage). But what about monsters attacking players while those monsters are simultaneously being killed by another player client-side?

  41. The whole point is that this should help ease people’s minds about being forced to be online for single player \why should I have to suffer latency to play by myself??\.  Multi player is by it’s very nature an online-required activity and you know that going in.  If you live in an extremely remote area, there’s really only so much that can be done to improve MP and folks living abroad can accept that.  The beef was always that now that Blizzard was requiring online-only for SP those living abroad would lose that play option.

    • Well, I guess we have to accept it, but we’d rather not. Given the high cost of games in Australia, I think Aussies at least feel justified in asking for a local server. Very few companies provide AU servers, but we all live in hope.

      You don’t have to live in an ‘extremely remote area’ to get high ping to US-West. Melbourne is not exactly a shanty town.'s_most_livable_cities

  42. I know no one will ever read this, but what the hell.

    Sirlin (who I believe consulted on SC2’s rating system, and might have mentioned it to them) talked about GGPO or something like it in his Street Fighter 2 HD remix. Essentially it just uses rollback to create the illusion of reduced latency.

    It will do squat to help you if you have bandwidth limitations, and managing your vast inventory will still be the fifth circle of hell (hundreds of minutes of your life lost to latency picking things up, etc), but it’s the least they could have done after screwing us over..

    • And of course it would do squat if your latency is longer than the thing is willing to rollback. They probably don’t want your choppy guy to look like he’s teleporting around like he’s in a disco with a strobe light blinking off and on to the other players. Combined with how someone would get screwed with monster pathing (either his projectiles miss or yours, when neither would have on a LAN), I find it unlikely to be used in MP…

      But it is fantastic in fighters if you’re already a low ping bastard, since WHEN you perform that dragon punch in those 30 frames a second is absolutely critical.

  43. No more double teleport lag then? Teleport speed was the biggest factor in d2’s pvp, even just getting around places.

  44. If Only South Africa had an BattleNet server close by, the latency killed Starcraft 2 multiplayer for me, thanks Blizzard.

  45. Maybe is just only me but still i didnt like wizard video, it didnt feel as fluid as monk video so its not working that good but its better that nothing for sure.
    On other hand people vary, some find latency like 200 ms bearable some like me not.

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