Цитата In Diablo 3 all the game logic is calculated on the server. The game works at 60 ticks (or frames) per second, so each tick in only 17 ms long. During this time the server has to process all the actions performed by the players, calculate all the damage done and send the results back to the players. If the server fails to do all the calculations in time, then the client won’t have any information about the updated game state and will have to revert the game to the previous tick. From here on out, there’s several scenarios that can play out:
Цитата* Good Ending. If the lag is caused by a single event that produces a lot of calculations then the server will catch up after a few ticks and continue normally.
Neutral Ending**. If you are continuously creating more calculations than the server can handle, then there are two ways this lag can be resolved: either you reduce the amount of targets (by killing some of the monsters) or you reduce the amount of attacks (usually happens when you die).
Цитата* Bad Ending. If no one is dying and you continue creating more and more damage calculations for the server to process, then eventually the server will just give up and you’ll get “Connection Lost” or “Game Terminated” error.
Признаки одив в один. Если сильно долго зажимать атаку, выдаст ошибку. Если лаги пошли и отпустить атаку, то лаги пройдут.
Кароче, ничего не сделать. Походу это сам движок такой отстойный, что уже не справляется со всей этой скоростью игры. Кто помнит Д3 на старте - тот поймет как всё было медленно.
то есть по сути даже генерация самого визуала от скиллов так же считается на сервере? ну те же метеориты у сорки? а клиент уже превращает это в картинку на компе у меня?