As promised last week, the long-awaited Oceanic servers for Blizzard's mega MMO World of Warcraft are now online after an extended maintenance period.
After waiting nearly 10 years since the game's launch, Australian and New Zealand players now have access to low-ping servers in the Oceanic labelled World of Warcraft realms. Current ping readouts are ranging from 18ms through to 80ms, far below the typical 400 and beyond we were use to seeing.
"Players currently on an Oceanic realm—Barthilas, Frostmourne, Thaurissan, Saurfang, Caelestrasz, Jubei’Thos, Khaz’goroth, Aman’Thul, Nagrand, Dath’Remar, Dreadmaul, and Gundrak—should automatically experience improved latency once the new game servers go live,” say Blizzard. “To help those currently adventuring on North American realms, such as Blackrock and Proudmoore, optional free character and guild master realm transfers will be offered for a limited time."
How's your experience so far with the now true Oceanic servers? Competency in Player versus Player content now up? Let us know in the comments!
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Posted 12:06am 30/10/14
I felt SWTOR had quicker response time and was more noticeable when they got rid of the AU servers.
Posted 12:15am 30/10/14
of course they do.
Posted 01:33am 30/10/14
Posted 09:14am 30/10/14
Nah. Everyone here is lying. Nice comment, quality addition!
Anyway, WoW has much better and more refined client prediction and compensation for lag than SWTOR when the AU servers were brought in.
In SWTOR, you can (or could anyway) feel the lag when you click on a skill or ability as the delay was front loaded - in wow, the animation starts immediately even though the start of the cast or whatever isn't registered on the server. You are also allowed to start a second skill before the animation finishes, so cast bars like Quartz can give you decent indication of where its all at and you can compensate to a degree and get reasonable rotations off. I didn't notice a huge difference on my Warlock's combat for this reason, aside from it being harder to hit the much smaller red quartz bar bit!
This obviously has drawbacks and fails for anything that is reliant on server timing, like dodging AE circles, or fighting another player, or instant casts like mage blink. I fought a few NPCs with dodgeable ground effects last night and it was certainly noticeably a lot easier and you had a lot more actual time to react. In particular I found the lower latency made looting very fast - even with autoloot on you have to wait to clear the loot window, on new Oceanic realms this is super fast, especially when clearing a number of corpses at once where there are a few items merged together in the loot window. Blink was a big deal - normally you get 'robbed' of a big portion of the blink as you run along with the animation playing, now it feels true - you hit the button and you just ... blink.
On my Hunter compared to the Warlock the impact felt more real. Grinding world PVE as marks spec, most of my skills are instant cast and felt a lot more responsive. Also there is this thing where the world sometimes adjusts (like when you snare a mob with concussive shot) and the position of NPCs or players is corrected. If you ever cast a spell like Blizzard to hit running mobs, you'll know you have to adjust targetting to compensate for lag, and the mobs warp a little when they are snared. None of that now, what you see in the world is just the truth and you aren't subtly compensating all the time.
Posted 09:09am 30/10/14
Also for people on internode , you can try changing your line profile, I was getting 48ms then changed line profile to the low latency one, now get 21ms.
Posted 01:11pm 30/10/14
Try dropping that down to the lowest, or disable it and that may help make everything seem snappier.
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Posted 03:13pm 30/10/14
No the setting is def still there, i switched it off last night.