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Re: GCD change

Posted: Sat Jun 04, 2022 6:10 pm
by Omegus
elykz wrote: Sat Jun 04, 2022 10:48 am
I genuinely dont understand how it awfully broke a core mechanic.
Its not a service to gameplay where some players can play on a different GCD than others.
It's hard to discuss those topics without having access to current server code (with it not being open-sourced), as it
is hard to see how things were actually changed (even though they still feels off compared to live), but It's not clear
to me why people would have been playing on different GCD with client attempting to fire its abilites around 75%
of 1.5sec gcd being the same for everyone and with global_cooldown (1.5) and cooldown_grace (400ms) server values
being the same for everyone too.
The 75% figure is not reliable and there doesn't seem to have been a queue on the client side (there definitely wasn't on the server side). Assuming for this example it allowed it at 75% towards the end of the GCD, then pressing the button at 74% would do nothing. And if the client was feeling generous and allowing button presses before that threshold to be sent to the server early, then if it arrived at the server too early (i.e. just before the that 400ms grace period) then nothing would happen as the server did not queue abilities, and you would have to press the button again to send a new ability request.

That is what the variable GCD is referring to. The theoretical minimum gap between abilities was 1.1 seconds, in reality it was anything between 1.1 to 1.5 seconds depending on when you press the button, if the client sent the message or not and the delay in you pressing it again, if the message arrived at the server too early or not and the delay in you pressing it again, frame stutters delaying the input capture, network latency and the variable server tick rate.