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T3 delayed until lag fix . Goal impossible ?

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Luth
Posts: 2840

Re: T3 delayed until lag fix . Goal impossible ?

Post#51 » Wed Oct 28, 2015 9:58 pm

mursie wrote:has anyone considered that the lag is due to addons in game? Maybe I'm crazy but I remember there being introduced addons (i think enemy was one of them) that when everyone started using it, it literally just lagged out the game.

Does anyone remember this?
Enemy didn't cause any lag, but afaik enemies assist function communicates over custom chat channels and when lag is happening, the chat is heavily lagging too. So assisting with enemy was very unreliable during lag.
I recommend to use "swiftassist" when the assist function is implemented.

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Genisaurus
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Re: T3 delayed until lag fix . Goal impossible ?

Post#52 » Wed Oct 28, 2015 10:01 pm

mursie wrote:has anyone considered that the lag is due to addons in game? Maybe I'm crazy but I remember there being introduced addons (i think enemy was one of them) that when everyone started using it, it literally just lagged out the game.

Does anyone remember this?
There are several addons which cause lag to the server, as a result of serverside packet handling being slightly different than on live. Specifically, the crafting ones (MGRemix, Motion, CraftingWillard, etc.). Not sure if CraftingInfoTooltip causes lag as well, but it may.

Londo
Posts: 217

Re: T3 delayed until lag fix . Goal impossible ?

Post#53 » Wed Oct 28, 2015 10:15 pm

Most of the lag is caused by player position updates. When you move your character, client sends 4-5 updates per second, server then re-broadcasts these updates to everyone in 400 feet range. If you have 200 players in a keep fight, its hundreds of thousands of packets per second that server has to send out.

I believe ror team is working on optimizing packet handling stack, it should reduce the lag problem.

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magicthighs
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Re: T3 delayed until lag fix . Goal impossible ?

Post#54 » Wed Oct 28, 2015 10:37 pm

Londo wrote:Most of the lag is caused by player position updates. When you move your character, client sends 4-5 updates per second, server then re-broadcasts these updates to everyone in 400 feet range. If you have 200 players in a keep fight, its hundreds of thousands of packets per second that server has to send out.

I believe ror team is working on optimizing packet handling stack, it should reduce the lag problem.
One way to solve this for the time being is for people to stop zerging.

Today I logged on in the afternoon on my BW, and what saw was one huge blob of order players moving from zone to zone, taking keeps with, after while, almost no opposition. As long as people prefer this type of boring and, in my opinion, completely unrewarding gameplay, I don't think the lag problem will ever really be solved.
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Genisaurus
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Re: T3 delayed until lag fix . Goal impossible ?

Post#55 » Wed Oct 28, 2015 11:26 pm

magicthighs wrote:
Londo wrote:Most of the lag is caused by player position updates. When you move your character, client sends 4-5 updates per second, server then re-broadcasts these updates to everyone in 400 feet range. If you have 200 players in a keep fight, its hundreds of thousands of packets per second that server has to send out.

I believe ror team is working on optimizing packet handling stack, it should reduce the lag problem.
One way to solve this for the time being is for people to stop zerging.

Today I logged on in the afternoon on my BW, and what saw was one huge blob of order players moving from zone to zone, taking keeps with, after while, almost no opposition. As long as people prefer this type of boring and, in my opinion, completely unrewarding gameplay, I don't think the lag problem will ever really be solved.
What? Why do people have to force every one of their complaints into every unrelated thread? You might as well have come swaggering in and said, "Yeah I bet the lag is caused by choppas not getting Shatter Limbs!"

Zerging has absolutely nothing to do with lag, even with Londo's insight in mind. Zerging is one side having two, three, or more times as many players as the opposition. It's not a factor of how many players are fighting, just the ratios between them. Londo's explanation is that the packets increase exponentially with the number of players in an area, not the ratio of the factions fighting. In other words, if you have 72 order and 12 destro, or 44 destro and 44 order, the lag is the same.

"Zerging" or not, you want more players in an area in WAR! That's what RvR is. We want 100 people at a keep, at every keep, all the time. Hopefully they're evenly balanced, but even if they're not, at least 100 people are doing something together.

Take your shoehorned complaints about "zerging" to another thread; that's a player/gameplay problem, and has absolutely nothing to do with the lag.

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magicthighs
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Posts: 717

Re: T3 delayed until lag fix . Goal impossible ?

Post#56 » Wed Oct 28, 2015 11:41 pm

Genisaurus wrote:
magicthighs wrote:
Londo wrote:Most of the lag is caused by player position updates. When you move your character, client sends 4-5 updates per second, server then re-broadcasts these updates to everyone in 400 feet range. If you have 200 players in a keep fight, its hundreds of thousands of packets per second that server has to send out.

I believe ror team is working on optimizing packet handling stack, it should reduce the lag problem.
One way to solve this for the time being is for people to stop zerging.

Today I logged on in the afternoon on my BW, and what saw was one huge blob of order players moving from zone to zone, taking keeps with, after while, almost no opposition. As long as people prefer this type of boring and, in my opinion, completely unrewarding gameplay, I don't think the lag problem will ever really be solved.
What? Why do people have to force every one of their complaints into every unrelated thread? You might as well have come swaggering in and said, "Yeah I bet the lag is caused by choppas not getting Shatter Limbs!"

Zerging has absolutely nothing to do with lag, even with Londo's insight in mind. Zerging is one side having two, three, or more times as many players as the opposition. It's not a factor of how many players are fighting, just the ratios between them. Londo's explanation is that the packets increase exponentially with the number of players in an area, not the ratio of the factions fighting. In other words, if you have 72 order and 12 destro, or 44 destro and 44 order, the lag is the same.

"Zerging" or not, you want more players in an area in WAR! That's what RvR is. We want 100 people at a keep, at every keep, all the time. Hopefully they're evenly balanced, but even if they're not, at least 100 people are doing something together.

Take your shoehorned complaints about "zerging" to another thread; that's a player/gameplay problem, and has absolutely nothing to do with the lag.

The topic of this thread is whether or not fixing lag is a goal that's achievable. My comment was not unrelated in any way whatsoever, it's directly addressign the issue.

The server as it is now isn't capable of handling large fights. Check the correlation between large forces butting heads and horrible lag, it's not a coincidence that they coincide. If people want to fix the lag problems at this moment in time, they might want to rethink the way they play the game.
I want to be able to see 100+ vs 100+ fights too, believe me. Right now, though, it's just not possible.
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Genisaurus
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Re: T3 delayed until lag fix . Goal impossible ?

Post#57 » Thu Oct 29, 2015 12:08 am

magicthighs wrote:The topic of this thread is whether or not fixing lag is a goal that's achievable. My comment was not unrelated in any way whatsoever, it's directly addressign the issue.

The server as it is now isn't capable of handling large fights. Check the correlation between large forces butting heads and horrible lag, it's not a coincidence that they coincide. If people want to fix the lag problems at this moment in time, they might want to rethink the way they play the game.
I want to be able to see 100+ vs 100+ fights too, believe me. Right now, though, it's just not possible.
It's entirely semantics then, since we clearly agree with each other; but a large scale fight is not "zerging" if both sides are even. I get what you're saying now, but your example lacked that clarity - it only referred to Order moving around with no opposition. If anything, adding opposition would make the lag worse, since there would now be more players in the area.

So it's less that zerging behavior causes the lag, and more that the nature of the lag encourages zerging behavior.

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magicthighs
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Re: T3 delayed until lag fix . Goal impossible ?

Post#58 » Thu Oct 29, 2015 12:30 am

Genisaurus wrote:
magicthighs wrote:The topic of this thread is whether or not fixing lag is a goal that's achievable. My comment was not unrelated in any way whatsoever, it's directly addressign the issue.

The server as it is now isn't capable of handling large fights. Check the correlation between large forces butting heads and horrible lag, it's not a coincidence that they coincide. If people want to fix the lag problems at this moment in time, they might want to rethink the way they play the game.
I want to be able to see 100+ vs 100+ fights too, believe me. Right now, though, it's just not possible.
It's entirely semantics then, since we clearly agree with each other; but a large scale fight is not "zerging" if both sides are even. I get what you're saying now, but your example lacked that clarity - it only referred to Order moving around with no opposition. If anything, adding opposition would make the lag worse, since there would now be more players in the area.

So it's less that zerging behavior causes the lag, and more that the nature of the lag encourages zerging behavior.
Agreed, I could've been a bit more clear.
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Tesq
Posts: 5713

Re: T3 delayed until lag fix . Goal impossible ?

Post#59 » Thu Oct 29, 2015 1:10 am

@geni i still ask to look at renow patch cos there wasn't any lag before that and atm server start lag even when 400 player are around( and didn't happened before renow patch), for what i saw lag started the day before the renow patch, but i still didn't have any reply about it if anyone checked it. I could hazard the whole thins is related to player stats update.
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Vaerah
Posts: 34

Re: T3 delayed until lag fix . Goal impossible ?

Post#60 » Thu Oct 29, 2015 8:41 am

nalgol wrote:
thullonse wrote:
Greatwarden wrote: we're still in ALPHA TESTING
this, this, this!
hence why i dont understand that we need a grind currently. or why we are not allowed to level to 40. literally every discussion about balance currently is irrelevant because every class doesnt has a full kit of abilitys.
tbh i dont care that much for a t3 release because it will be nothing different from t2 except for a higher levelcap+some new armor+2 doors to take down instead of 1 in rvr. but with the release of t3 there will be a huge wave of players returning and new ones which will cause heavy lags.
bla bla bla maybe because t4 zones are not finished all spells lvl 30 + are not coded at all yet jesus
it it would be ready we would have t4 already but it takes all alot of time and we do this in our spare time when you guys play i code my char is lvl 13 i spend hundrets of hours looking at hex packets to figure out how they work and how to replicate them to make things work like crafting mastery renown alt appearance then code those features fixed thousends of items in the dbs it just takes time and sometime even wee need a bit offtime to get down and find new motivation to continue
we are no company we dont get payed for this we are basilcy just 2 coders that work on this compare that to what mythic had
Please don't mind those complaints, they come from people with no idea about what it takes to reverse engineer and rebuild an hugely massive project like a MMORPG server *and* client.

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