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4-02-2009 @ 4:18PM
RE: jumpingI read something interesting, I believe on WI, that said WOW does not recognize your position while you are in the air. The consequence that the article cautioned was in fights such as Heigan, where your position determines whether or not you get pwned by some fight mechanic. Apparently the game remembers your position from the place you jumped from, and while you're in mid air you're still there.ANYWAY...I was just thinking that if you do happen to be facing away from the boss while in the air, but return to face him by the time you hit the ground (pretty unlikely), the game may not ever know that you turned around.Not sure about this.
4-02-2009 @ 7:00PM
I'm going to take a stab at this and say your theory is false. In order to be true, it would require that your character's forward orientation (mehcanics-wise) not be updated while in mid-air. Ignoring the graphical side of things, this would mean that, in mid-air, you could turn 180 degrees, but the game wouldn't register this until you land. This is not how it works, however. Case and point: One hunter kiting tactic involved jumping, turning in mid-air and firing a shot, then continuing running away once you hit the ground. This was developed because Hunters can't shoot behind them, and would otherwise have to stop completely as they turned around to shoot. Jumping allows for some continued forward motion while still getting in that shot at the mob/player. The only way for this to be possible is to have forward orientation update in mid-air, otherwise it wouldn't matter how quickly the Hunter turns in mid-air, they wouldn't be able to shoot until they landed.So I'm afraid there will be no twirling tanks mid-battle. It was an interesting thought, though. :)
4-03-2009 @ 4:48AM
Actually it might work. WoW does a lot of calculation clientside, this reduces the workload of the servers, and thus increases their stability and capacity. Also, if the two have different information about something related to the player (for example position), the server will often trust the client to have the right numbers. This is to reduce the effects of latency; if the client's numbers were thrown out in favor of those of the server, you would see yourself skipping back and forth while moving, the way you can often see other people do. Similarly, if you turn to face a mob and fire at it, you will never get an error saying you are not facing the mob because the server doesn't know you are yet. It can happen if it's the -mob's- position that hasn't been correctly relayed to -you-, but that's a different problem.Basically, this will work if the server treats facing while jumping the way it treats moving while jumping, that is it doesn't update until you land. We don't know if it does, and being able to turn and fire midjump just means the client knows what way you're facing, not that the server does.
4-03-2009 @ 12:51PM
Yes, it's client side.Remember that bug where you see the mob in one place but the server says it's somewhere else? Well, then, so long as you face where the mob SEEMS to be placed, you can fire at him even if he's really behind you (range is calculated server wide though, to prevent exploits.)
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