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Organized wbs and gamedirection

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Psychopski
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Posts: 118

Re: Organized wbs and gamedirection

Post#41 » Mon Jun 24, 2019 1:12 am

Today's "oopsie" is a example of how multiple pairings being open at the same time helps progress a stalemated campaign.

Today in Empire Order had relatively same numbers or more numbers than destro, yet Order did nothing but mostly turtle in or around their keep for 12 hours in Reikland. There was the occasional skirmish for objectives but most fighting was in or around the Order keep in lieu of Order having same or superior numbers to Destro.

Order wants to turtle? Fine, no worries. At this point ordinarily Destro would be able to push Elf or Greenskin to force the turtling feks to get out of their keep and fight in the open in another zone, or just lose the other pairing as the "push" to city takes another route away from Empire.

So apparently after the early am restart Dwarf was accidentally opened along with Empire. DEstro wisely got tired of being farmed by superior numbers of turtling Order(who had more players but still did jack sh.t but turtle in and around their keep) so Destro pushed TM. Destro capped TM, and while doing so drew several Order players away from Reikland. At the same time another group of Destro laid siege to Reikland's keep. That's WAR. That's what makes/made the WAR campaign work. Having options and forcing the other realm to make decisions as far as which pairing they have to defend. However with the current meta only having one pairing open, well, there goes several layers of strategy. What was a game of Chess at the strategic level just devolved into a game of tic, tac, toe.

Limiting the campaign to one pairing really kills game play at the strategic level. You have no options but one option strategically and I'm not a fan. I hope this concept is reconsidered.
Last edited by Psychopski on Mon Jun 24, 2019 1:23 am, edited 7 times in total.

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Tesq
Posts: 5704

Re: Organized wbs and gamedirection

Post#42 » Mon Jun 24, 2019 1:14 am

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.
to tell the true is from like 2 weeks i see improvement in server performance, just if you had to force ppl into one zone, just open fortress to all, that way you get what you want and we also get what we want, win-win and no forum butthurt/whine/QQ from rightfull organized AND pug player. All problems solved with out have a gm/dev manualy open zones....with out have to loose time.

Sometimes it feel like dev team is masochist....you tell plenty you have few tiems yet you kinda create a problem yourself and then offer solutions which take from you even more time.. again open fortress for the time being....ez

2 cent..

p.s. just dont allow lowbe to roll for invader thx (aka level requirement for roll )
p.p.s btw what you wrote would explain why was easier lag near keep than in open field, i hope that will result in less lag around keeps, crossing fingers
Last edited by Tesq on Mon Jun 24, 2019 1:21 am, edited 4 times in total.
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Onemantankwall
Posts: 523

Re: Organized wbs and gamedirection

Post#43 » Mon Jun 24, 2019 1:17 am

Tesq wrote: Mon Jun 24, 2019 1:14 am
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.
to tell thd true is from like 2 weeks i see improvement in server performance, just if you had to force ppl into one zxone, just open fortress to all, that way you get what you want and we also get what we want, win-win and no forum butthurt/whine/QQ from rightfull organized AND pug player.
But server hamsters survive on salty butthurt/whine from ignorant players. Gotta keep those lil beasts fed yo!
Lots of alts, more alts for the alt gods!

K13R
Posts: 117

Re: Organized wbs and gamedirection

Post#44 » Mon Jun 24, 2019 1:19 am

One ZOne caters to ZERG unless you place mechanics back in the game to keep people spread out. LIke the BO/LOrd mechanic that failed a while ago, you just have people dogpiling the keep looking for a bag

K13R
Posts: 117

Re: Organized wbs and gamedirection

Post#45 » Mon Jun 24, 2019 1:34 am

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.
Curious I'm not sure why you're adding a layer of encryption after the initial handshake(SSL) is made it's not like you have to worry about a man in the middle attack and reference memory hacks is childs play in an MMO like this. Now I Understand the 50ms issue that can have massive effect curios did you change this to a normal FPS of 100ms delay at that point you are doubling your throughput and create a more constant environment among connections. IM just surprised that an MMO would have such tight timings epically since the GCD is 1000MS

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Secrets
Former Staff
Posts: 414

Re: Organized wbs and gamedirection

Post#46 » Mon Jun 24, 2019 4:30 pm

K13R wrote: Mon Jun 24, 2019 1:34 am Curious I'm not sure why you're adding a layer of encryption after the initial handshake(SSL) is made it's not like you have to worry about a man in the middle attack and reference memory hacks is childs play in an MMO like this.
We don't get a choice in the matter; the game client is not configurable, we'd like to keep it as close to an emulation as possible to avoid legal troubles. When you start modifying the game client's networking code, that's when you start running into issues. See: this extensive writeup on modifying a game client to circumvent detection: https://www.litigationandtrial.com/2010 ... ment-case/

Obviously some things like client performance increases will have to be distributed throughthe binary, or patched in through an external DLL, but those shouldn't violate DMCA as they don't modify a protection mechanism.

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Tesq
Posts: 5704

Re: Organized wbs and gamedirection

Post#47 » Mon Jun 24, 2019 4:46 pm

Secrets wrote: Mon Jun 24, 2019 4:30 pm
K13R wrote: Mon Jun 24, 2019 1:34 am Curious I'm not sure why you're adding a layer of encryption after the initial handshake(SSL) is made it's not like you have to worry about a man in the middle attack and reference memory hacks is childs play in an MMO like this.
We don't get a choice in the matter; the game client is not configurable, we'd like to keep it as close to an emulation as possible to avoid legal troubles. When you start modifying the game client's networking code, that's when you start running into issues. See: this extensive writeup on modifying a game client to circumvent detection: https://www.litigationandtrial.com/2010 ... ment-case/

Obviously some things like client performance increases will have to be distributed throughthe binary, or patched in through an external DLL, but those shouldn't violate DMCA as they don't modify a protection mechanism.
You are citing what? A sentence of us when the server is eu base?

The copyright internationally anyway is 10 years for codes etc...

So 2023 is end term for any legal action.
(Since last copyright is from 2013)
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Tesq
Posts: 5704

Re: Organized wbs and gamedirection

Post#48 » Mon Jun 24, 2019 4:46 pm

Secrets wrote: Mon Jun 24, 2019 4:30 pm
K13R wrote: Mon Jun 24, 2019 1:34 am Curious I'm not sure why you're adding a layer of encryption after the initial handshake(SSL) is made it's not like you have to worry about a man in the middle attack and reference memory hacks is childs play in an MMO like this.
We don't get a choice in the matter; the game client is not configurable, we'd like to keep it as close to an emulation as possible to avoid legal troubles. When you start modifying the game client's networking code, that's when you start running into issues. See: this extensive writeup on modifying a game client to circumvent detection: https://www.litigationandtrial.com/2010 ... ment-case/

Obviously some things like client performance increases will have to be distributed throughthe binary, or patched in through an external DLL, but those shouldn't violate DMCA as they don't modify a protection mechanism.
You are citing what? A sentence of us when the server is eu base? It's civil law baby not common law here in the old continent W_W
(Exept british ppl)

The copyright internationally anyway is 10 years for codes etc...

So 2023 is end term for any legal action more or less
(Since last copyright is from 2013)

Have to suffer other 4 years....
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Manatikik
Posts: 1249

Re: Organized wbs and gamedirection

Post#49 » Mon Jun 24, 2019 6:30 pm

Tesq wrote: Mon Jun 24, 2019 4:46 pm
Secrets wrote: Mon Jun 24, 2019 4:30 pm
K13R wrote: Mon Jun 24, 2019 1:34 am Curious I'm not sure why you're adding a layer of encryption after the initial handshake(SSL) is made it's not like you have to worry about a man in the middle attack and reference memory hacks is childs play in an MMO like this.
We don't get a choice in the matter; the game client is not configurable, we'd like to keep it as close to an emulation as possible to avoid legal troubles. When you start modifying the game client's networking code, that's when you start running into issues. See: this extensive writeup on modifying a game client to circumvent detection: https://www.litigationandtrial.com/2010 ... ment-case/

Obviously some things like client performance increases will have to be distributed throughthe binary, or patched in through an external DLL, but those shouldn't violate DMCA as they don't modify a protection mechanism.
You are citing what? A sentence of us when the server is eu base? It's civil law baby not common law here in the old continent W_W
(Exept british ppl)

The copyright internationally anyway is 10 years for codes etc...

So 2023 is end term for any legal action more or less
(Since last copyright is from 2013)

Have to suffer other 4 years....
You do realize EA is an American company right? Not to mention is doesn’t matter how right you are here is no way Yali will go to court over this server; especially not against a multi-billion dollar behemoth - there is absolutely zero reason to ever poke the bear.
<Montague><Capulet>

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Tesq
Posts: 5704

Re: Organized wbs and gamedirection

Post#50 » Mon Jun 24, 2019 10:52 pm

Manatikik wrote: Mon Jun 24, 2019 6:30 pm
Tesq wrote: Mon Jun 24, 2019 4:46 pm
Secrets wrote: Mon Jun 24, 2019 4:30 pm

We don't get a choice in the matter; the game client is not configurable, we'd like to keep it as close to an emulation as possible to avoid legal troubles. When you start modifying the game client's networking code, that's when you start running into issues. See: this extensive writeup on modifying a game client to circumvent detection: https://www.litigationandtrial.com/2010 ... ment-case/

Obviously some things like client performance increases will have to be distributed throughthe binary, or patched in through an external DLL, but those shouldn't violate DMCA as they don't modify a protection mechanism.
You are citing what? A sentence of us when the server is eu base? It's civil law baby not common law here in the old continent W_W
(Exept british ppl)

The copyright internationally anyway is 10 years for codes etc...

So 2023 is end term for any legal action more or less
(Since last copyright is from 2013)

Have to suffer other 4 years....
You do realize EA is an American company right? Not to mention is doesn’t matter how right you are here is no way Yali will go to court over this server; especially not against a multi-billion dollar behemoth - there is absolutely zero reason to ever poke the bear.
You dont know anything about law do you? server is in france, ea can cry a river the legal frame is the one from france the court is france the jurisprudition / doctrine / law is francaise.
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