As Diablo III edges ever closer to its imminent (but still undated) release, a few more bits and pieces have been trickling out about Blizzard‘s next button-masher. Today, two decent-sized updates, both of which should make gamers fairly pleased.
We’re pleased to announce that in most regions, PayPal will be our payment-service partner for the Diablo III auction house, allowing players who trade with real-world currency the ability to cash out the spoils of their battle-torn adventures via a PayPal account.
We’re not sure quite where in the world you will be able to use PayPal to top-up your Battle.net account at this stage, with Blizzard remaining tight-lipped on which regions will receive the service. Expect specifics in the “near future”.
One thing that gamers around the world will be hanging out to hear more on: Stories have started circulating that the beta version of Diablo III plays with virtually no latency, regardless of location. Apparently, “Latency no longer matters at all for combat,” which we think means Blizzard got the Witch Doctor to look at the client/server architecture and mutter a few incantations.
IncGamers reports that gamers even as far afield as Australia and New Zealand “are not seeing any delays in their combat actions”, despite latency of at least 200ms.
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.
For a bit of visual “proof” here (although I know you won’t believe it until it’s on your own machine), here’s a video shot over the weekend by an Australian who’s been taking part in the Friends and Family beta test.
That there is attacks being “instantly” calculated and applied, without any apparent delay or latency. If this carries over to the full version of the game, I know a couple of countries who will be very pleased indeed. Stay tuned.
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