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Blizzard increases turn rate to 12 - Page 7

Forum Index > BW General
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FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2017-09-29 04:03:05
September 29 2017 04:02 GMT
#121
On September 28 2017 05:05 Lazare1969 wrote:
Show nested quote +
On September 27 2017 18:10 Drake wrote:
blizzard MUST add a function which makes it like TR12 same server players and TR8-10 at other server players ...

cant be that fucking hard to check if players are from different servers before

[image loading]

+ Show Spoiler +
If you ever worked in a large software corporation like Blizzard it's bureaucratic and can take an eternity over what simple decisions should be made. You often have to wait for that weekly meeting before you can make that suggestion to your team over "hey what if we made it so the server checks the network latency between the two players and auto adjust turn rate based on that?" Then if the project manager agrees with that idea, he or she needs to forward this to the project lead who will then need to discuss with the software and business analysts whether to make the final decision. Then when they approve it, it can take weeks until you're directed to work on this since you at the moment you have other work to do. Then you need to spend days having your work that you've done documented ad nauseam so that the software analysts will have something to do with their time, then you have to forward your changes to the testers which often takes longer than it should, then the results get reported back and if there are no bugs the project manager can decide whether to push this in the next update. Anyway, blame it on workplace bureaucracy and busywork. This has nothing to do with the difficulty of the actual fix that needs to be applied. There's an entire comic strip called Dilbert devoted to this subject.


I don't believe this is specific to software corporations. It's painfully slow change at my work, a large corporate insurance company. Slow as in, you suggest something, get the buyin at a meeting (that takes 3 months to set up), and it comes out a over a year later after you got the go ahead.
1a2a3aPro
Profile Joined July 2009
Canada227 Posts
October 31 2017 23:56 GMT
#122
On September 28 2017 07:01 XCraftin4K wrote:
What's this turn rate?


I've been trying to hunt this down: What is the technical explanation for turn rate? Does anyone know?
AManHasNoName
Profile Joined September 2017
United States165 Posts
Last Edited: 2017-11-01 02:34:49
November 01 2017 02:32 GMT
#123
On November 01 2017 08:56 1a2a3aPro wrote:
Show nested quote +
On September 28 2017 07:01 XCraftin4K wrote:
What's this turn rate?


I've been trying to hunt this down: What is the technical explanation for turn rate? Does anyone know?


The info here is pretty out of date at this point.

https://us.battle.net/forums/en/starcraft/topic/20759259657#post-1

Matchmaking games now have dynamic turn rate reduction if the client determines high latency. The turn rate will start with 16 and scale down appropriately. We expect this to make a positive impact on latency for matchmaking


Also if you’re wanting specifics on what TR is, http://www.teamliquid.net/forum/brood-war/526353-turn-rate-and-latency-data
“To love the journey is to accept no such end. I have found, through painful experience, that the most important step a person can take is always the next one.”
Twinkle Toes
Profile Joined May 2012
United States3605 Posts
November 01 2017 10:45 GMT
#124
Thanks for listening to public comment
Bisu - INnoVation - Dark - Rogue - Stats
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