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Regional FlagNew ability queue system needs workSource
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Kasualitis
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#0 - 2010/09/15 10:39:58 PM
I had been hesitant on posting this because I wasn't sure if this was just a problem with the server, but after talking to a few people in my guild we came to the conclusion that there's some new sort of ability queue system in place. I'll try to illustrate this in terms of how I play as a prot warrior

If I am tanking on live, and I spamming devastate pre-emptively and I see shield slam light up from my proc, I can easily switch over to hitting shield slam and shield slam will go off.

On beta, if I am spamming devastate and I see shield slam light up. I will be locked into devastate if it's within like 1~sec until the GCD is up. I see devastate light up, I try hit shield slam but it will not go off as the server will only accept devastate at this point.

This has been reported as being a problem with rogue and DK in my guild who are typically spamming abilities and try to switch to something else depending on the situation. However, we find that whatever we were hitting before will go off and we lose that GCD and the resources. This is very noticeable when I"m playing prot as I'll react to shield slam procs or stun casted spells.

If this is intentional, why was it implemented and will we have an option to disable it?

Edit: To clarify what I mean:

There appears to be some system where the game will pre-queue your ability if you hit the button 1s-.7s before the GCD is complete. Once the GCD is up, the ability will auto fire. This is fine, and reduces the need for addons such as snowfall/speedyactions.

The problem is that it locks in your ability and you can't switch what you want to do. This affects classes that rely on procs or chaining instant cast abilities in quick succession in a very negative way. You can't react to procs or switch to a CC ability on demand. You're "locked in" 1s before the GCD is even up.

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Blue Poster
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#214 - 2010/10/05 12:13:03 AM
We had to change the ability queue system you are describing to fix an exploit that was threatening to become pretty widespread. It is unfortunately one of those cases where a few bad apples ruin things for everyone. :(

We are working on an improvement where the most recent command will override the previous one. If for example you are spamming Hamstring, and then succeed in snaring someone, you can switch to Mortal Strike which will clear out the Hamstring queue instead of wasting more GCDs on Hamstring.

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Blue Poster
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#226 - 2010/10/08 05:35:18 PM
As an update to this, the next beta build will include a slider bar (labeled "Custom Latency Tolerance") that lets you tune how sensitive the ability queue is (including sliding it all the way to zero if you choose). This value allows you to control (in milliseconds) how long before the GCD finishes the client will let you queue your next ability.

The optimal setting will probably be right around what your ping time is. So, if your ping is 100 for example, you'd probably want to set it at 100 or slightly higher.

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Blue Poster
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#233 - 2010/10/08 06:34:23 PM
Q u o t e:


Does that mean that the plans to add in the ability to replace a previous command is out? or is that still a possibility?


That's still in too. It's just that while overriding is helpful it can still fail if your override gets to the server a little too late and your previously queued ability goes off anyways.

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Blue Poster
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#238 - 2010/10/08 07:02:42 PM
Q u o t e:


this might seem like a stupid question but

why cant you just make the client dynamically change this setting based on the ping rather than make the player choose it and probably get it wrong?


We plan to do this as the default value (when you aren't overriding it) in a future patch. There are some complexities that prevent us from being able to do it right now.

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Blue Poster
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#246 - 2010/10/08 11:29:36 PM
Q u o t e:


How are you going to address people using the TCPAckFrequency registry hack to "lower" their ping? Are you going to disable it in-game, similar to how you handled the nagle algorithm?


The server now enforces the actual global cooldown value, whereas in the past it allowed a .4 sec slush. So, instead of having a slush factor that let somebody cast a bit early, it now catches the request, waits until the cooldown has actually completed, then casts the spell for you (the queue'd ability) at the soonest possible time.

edit: Obviously I'm speaking more about the gcd "hack", not using methods to lower your ping.