In all my years of playing on US servers as an Australian (Including TBC where i raided on dialup with average ping of 700 - 900), what’s happening with the floating can actually be reasonably explained by the server being authoritive in that situation.
In games like WoW, when I am lagging, other players will see me do one of two things:
- moonwalk on the spot until i vanish from the game world
- continue running forward indefinitely until the server catches up with my client and corrects my position, snapping me backwards.
The latter effect was something i was regularly able to do on purpose by keeping an eye on my ping and stutterstep forward while the latency was fluctuating.
It trolled the raid because it appeared like i was mindlessly sprinting into the boss room, only to suddenly snap back to the door, which is where i actually was.
New World appears to just halt you at your last valid location the server agreed with the client on, no matter where that is.
The client told the server i was moving forward.
The server agreed that i was indeed moving forward and displayed that to the local players.
However, due to the ping being so high, the server was never updated that i had actually stopped.
So the server thinks I’m still running forward and is displaying that to everyone else.
Then my client updates the server on my current status and the server checks the validity of that information. If valid, the server corrects my position for everyone locally.
Visual effect achieved: Character ‘teleports’ backwards to its actual, valid position.
Here in New World, when you grab the window while in midair, the last known valid and confirmed location for your character was that coordinate. So that’s where the server displays you.
It just didn’t continue to simulate your fall while waiting for the client to update the server on what the character was doing. So you just hang in the air where the server last confirmed your position.
They now (supposedly) correctly simulate you while waiting for the clients input. Which is why you see in the videos of people trying to replicate the roll invuln bug, the screen snaps the character to where the server dictated it should be and gives you the damage taken for that period as a huge spike.
This is actually consistent with many other MMOs behaviour during a lagspike (The window grabbing is effectively artificially inducing a lagspike), while everything appears frozen for you, the server continued to calculate what was happening, then when your client catches up, it processes all the server commands immediately. Resulting in the character snapping to a new position for you and your UI filling with damage numbers.
It’s most clearly indicated that the server has the authority in this relationship because if the client was the one with authority, when the screen is released, you’d just pick up where you left off. Completing the roll and having taken no damage.
Even in the original form of the invuln bug, All the damage taken was being stacked up and queued to hit you when the client reconnected.
The roll was just the server agreeing that you were in a valid invulnerability window at the moment you disconnected, so all the stacked damage was applied to the iframe.
To go to another popular MMO but with an extra WoW example. FFXIV time!
When experiencing a lag spike on WoW, attempting to use an ability would cause the button to light up and then … Nothing. Nothing happens. When the spike ends, your queued requests fail because the server doesn’t recognise them as valid.
In FFXIV, experiencing that same lagspike and pressing an ability causes your character to immediately begin the action.
On the surface, it appears like the client has authority because you pushed a button and performed the skill.
However, the server then validates what you did while you’re performing the skill animation, with t he resulting effect applied at the end of the animation.
This affected Machinists and Ninjas incredibly badly. MCH in particular, as its weapon combos required a proc from the previous hit to be enabled.
This means if your ping is higher than 150~ or so, you will complete the action, see no proc and begin another action.
And as soon as you begin that action, the server replies to the client and says, you have a proc and can use the second shot now. But its too late, you’ve used a different skill and now the proc is wiped.
tl;dr, FFXIV gives the illusion of client authority in its battle system. New World appears to be doing something similar by allowing the client to process what should be happening visually for you, but if the server says the action or movement was invalid, you’ll rubberband and snap back.
I’ve actually experienced that snapping effect. My recording software decided to have a fit so the clip is all kinds of borked but basically i was attempting to kill a Totem in Reekwater. After a couple of attacks, damage stopped registering and i was swinging with no damage reactions. A few moments later, i was teleported forwards, about the same distance i would have moved had i been swinging several full SnS Light strings into empty air.
(If absolutely necessary, i can upload that clip to YouTube, but the clip will have a really weird jerky framerate that wasnt present in the game, only the clip)
Also, your OP made me smile when the joke clicked, good work lol.