以一敵百 無雙系列就是爽啦沒玩過唐門,別說你懂武俠預約愛的回憶,再抽牛排券自己製作多人線上遊戲最好玩
暗黑三專區 道具裝備 Hot! 魔法詞綴 Hot! 套裝情報 傳奇武防 製作系統 New! 成就資料 職業技能
luc925 ( 杭聿 ) Lv. 4 | 文章數 : 23
1
第 1 篇 2011-09-20 06:55:49
這是incgamer的帖子,incgamer的人在與beta F&F測試者討論並詢問過後,所確認的一個論點,這並未經過官方確認


原帖網址:http://diablo.incgamers.com/blog/comments/latency-no-longer-a-factor-in-d3-combat


原帖的討論串:http://diablo.incgamers.com/forums/showthread.php?t=809955


Latency no longer a Factor in Diablo 3 Combat?Posted 14 September 2011 by Azzure








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.


我知道這似乎聽起來很夢幻,但這看起來就是真的


根據F&F beta的消息,看起來BZ找到了個辦法能夠完全消除延遲,令玩家戰鬥時不受網路延遲的影響。
這證實了網上的遊戲影片中,動作的流暢感玩起來就像是單人遊戲一樣;據我們了解,這僅對戰鬥動作有效,其他的遊戲功能如撿東西、開箱子、分解等其他的行為始終會有延遲。


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.


澳洲測試玩家確認過了,他們沒有在他們打架的時候看到任何延遲...在至少200ms的情況下


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.


F&F的消息來源說BZ正使用一種全新的客戶/SERVER端機制
這種機制下客戶端承擔自己這端的運算,然後將結果送給SERVER端驗證,客戶端不需要SERVER端的回應,所以就能消除延遲的影響。
具體的技術上如何做到的不得而知,特別是確保客戶端不會竄改遊戲資料,但我們認為SERVER端會驗證所有資料,當發現異常就會斷開連結。
客戶端不需要等待SERVER端的回應,而會持續進行遊戲,除非SERVER端發現客戶端傳送資料有異常。


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!


這是個重大的消息,特別是對紐澳玩家,以及其他高PING又沒有自己SERVER的地方。
D3的戰鬥節奏很快,任何的延遲都會影響遊戲的FU。
如果這是確定的話,BZ解決了LAG的夢靨!


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.


兩個update,簡言之就是這個消息是100%確定的,戰鬥是即時不受延遲影響的


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…)




這邊有個YOUTUBE的片子,是澳洲測試玩家的,澳洲連到美國有200ms的延遲,如果你平常玩遊戲有在200ms的環境下,你會發現這個片子的效果有多麼明顯。他的戰鬥什麼的都非常順暢。
(要看這片去原帖網址看吧)


這是遊戲史上最棒的事情了


----------------------------------------------------------------------------------


這沒討論到PK等類似問題,不過可以肯定的是單機狀態是以一個
無延遲、不會被小怪瞬身的狀態在進行,天大的福音



但是如果是PK、或是多人同圖情況的話,詳細狀況還不明確


以往遊戲都是客戶端送出,然後咱們電腦要等SERVER端回東西,這樣你的人物才能夠"完成一個動作",這一來一往,要是客戶端在沒收到SERVER沒回應的情況下,你的人物就會發生各種雷格問題

現在似乎是跟單機一樣,只要是單人遊戲狀態下,你的動作完成、傷害造成等都是在你的電腦上完成運算,因為都是在你的電腦上完成,所以你的動作也都是直接"做完",然後再送封包回去給SERVER確認,以規避掉雷格問題

肯定會有某些"高手"嘗試進行破解,就看BZ是否能夠避免掉這種問題吧

臉書回應

來源IP:220.137.64.* [ 檢舉此文 ]
快速回文 | 註冊
討論板頭像 [ 設定:] |簽名檔 [ 設定:]
有人回覆時通知我 【通知管理