Yeah but you know you can just log off and not play
Organized wbs and gamedirection
Re: Organized wbs and gamedirection
<Salt Factory>
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Re: Organized wbs and gamedirection
Dumb imo ...you wanna play test zerg sich? Then go full banana...like there is no tomorrow
Open fortress ! and you'll see....at least ppl not gona linger in city doing nothing ah and btw
-->Sc dont pop so ppl leave when is not inside fort.
Open fortress ! and you'll see....at least ppl not gona linger in city doing nothing ah and btw
-->Sc dont pop so ppl leave when is not inside fort.
Re: Organized wbs and gamedirection
Thanks for opening the dwarf/orc zones today. I honestly couldn’t stomach another Praag after yesterday.
Did you manage to figure out the cause of the lag spikes?
Did you manage to figure out the cause of the lag spikes?
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG
Re: Organized wbs and gamedirection
This current state, temporary or not, cannot be good for the population.
This afternoon I logged on my shaman as heal spec, downed the two mandatory potions and headed out into the one open zone... Reikland. Walked past a ram parked by our warcamp bridge and took part in a tiny skirmish near a flag. At that point, the zone locked. Literally 4mins into my gameplay people were off to the fortress and my gobbo was banished to walk about IC hoping for a sc pop that didnt happen. Even my over-easily self entertained gobbo was so distraught that after another 20mins of potions had ran out, all I could do was log out
Im not suggesting the following with joy but If this is how it will be for a while, maybe you can display on the website which zone (or if fortress) is currently active, next to the online pop. Because if it is fortress or close to fortress that is active, what is the point to log on and maybe respec or look to group in the first place?
This afternoon I logged on my shaman as heal spec, downed the two mandatory potions and headed out into the one open zone... Reikland. Walked past a ram parked by our warcamp bridge and took part in a tiny skirmish near a flag. At that point, the zone locked. Literally 4mins into my gameplay people were off to the fortress and my gobbo was banished to walk about IC hoping for a sc pop that didnt happen. Even my over-easily self entertained gobbo was so distraught that after another 20mins of potions had ran out, all I could do was log out
Im not suggesting the following with joy but If this is how it will be for a while, maybe you can display on the website which zone (or if fortress) is currently active, next to the online pop. Because if it is fortress or close to fortress that is active, what is the point to log on and maybe respec or look to group in the first place?
Re: Organized wbs and gamedirection
I'm sure you can waste that whole 60 seconds to log in game and use SoR addon to check current state of campaign without team putting hours of work to make a display of campaign status on the main page.
Re: Organized wbs and gamedirection
Well, 60 secs x 1000+ players is suddenly a lot of time, but Im the first to admit my complete lack of programming - I made an uneducated presumption that it might be a simple thing to link the zone name.
Re: Organized wbs and gamedirection
Not really a good pont when someone wanna play after dine and costantly have to deal with the fortress barrier...its time to play go to waste and goma leave the game because he cant costantly play.
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Re: Organized wbs and gamedirection
Just a heads up, we did get a lot of useful info as a result of the single pairing. I appreciate you guys being patient with us, and we hope you actually notice results from us being able to profile things..
Some technical mumbo jumbo below...
There was an issue with us encrypting packets in the way the game client expects them - the method was slow, and we've put in a fix for improving the speed of that function by converting it to another programming language and importing that function.
We additionally were processing 'expired' items *EVERY* server frame. This function is really expensive - there are over a thousand player slots in the game client that can contain data, and we were looping over all of them every 50 milliseconds, per player.
Additionally, NPCs would update their 'waypoints' too frequently - every frame, resulting in server strain from re-calculating waypoints every 50ms. We changed this logic to be throttled instead of processing it every frame.
You should see significantly less lag issues under heavy load and even in day to day situations. I personally zoned/changed regions a lot faster, loaded in to character select a lot faster, and loaded in from character select much faster.
Some technical mumbo jumbo below...
There was an issue with us encrypting packets in the way the game client expects them - the method was slow, and we've put in a fix for improving the speed of that function by converting it to another programming language and importing that function.
We additionally were processing 'expired' items *EVERY* server frame. This function is really expensive - there are over a thousand player slots in the game client that can contain data, and we were looping over all of them every 50 milliseconds, per player.
Additionally, NPCs would update their 'waypoints' too frequently - every frame, resulting in server strain from re-calculating waypoints every 50ms. We changed this logic to be throttled instead of processing it every frame.
You should see significantly less lag issues under heavy load and even in day to day situations. I personally zoned/changed regions a lot faster, loaded in to character select a lot faster, and loaded in from character select much faster.
Re: Organized wbs and gamedirection
That is great news indeed! Good to hear things went well.Secrets wrote: ↑Mon Jun 24, 2019 12:32 am Just a heads up, we did get a lot of useful info as a result of the single pairing. I appreciate you guys being patient with us, and we hope you actually notice results from us being able to profile things..
Some technical mumbo jumbo below...
There was an issue with us encrypting packets in the way the game client expects them - the method was slow, and we've put in a fix for improving the speed of that function by converting it to another programming language and importing that function.
We additionally were processing 'expired' items *EVERY* server frame. This function is really expensive - there are over a thousand player slots in the game client that can contain data, and we were looping over all of them every 50 milliseconds, per player.
Additionally, NPCs would update their 'waypoints' too frequently - every frame, resulting in server strain from re-calculating waypoints every 50ms. We changed this logic to be throttled instead of processing it every frame.
You should see significantly less lag issues under heavy load and even in day to day situations. I personally zoned/changed regions a lot faster, loaded in to character select a lot faster, and loaded in from character select much faster.
Unfortunately people failed to understand it was temporary. I suggest making homepage announcements more often, especially for situations like this. You and the team did try your best to explain over forums, however.
Great work overall, devs.
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG
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