For me, the big problems is a concentration on an area, as already said.
Perhaps one way to decrease the time we stayed in a zone would be to adopt a zone evolution program while we are with BOs.
Example:
We're fighting in DW. Each BO will give a percentage to Realm on that map, once it reaches 100% + 3 BOs = Lock Zone to the faction that has reached 100%. At least it would give players a more logical alternative. Does this look like another server right?
Another problem I see is the level of keep coming back very easily and they are delaying a lot the evolution of the next stage of rvr. What's the point of fighting for a BO and losing then and still losing the level gained by keep? It would be something of the kind, put brick, brick strip, and so things in RoR drag, arriving at the absurd of staying more than 5 hours in a same zone that does not evolve.
Lord: Lord's HP is very exaggerated, so the time to kill it gives a lot of room for the defending side to increase, making it an even larger cluster of players every minute.
With that the game favor only the side with greater number and not with better quality.
The problems with the Lord also impact a lot, resetting with 10, 15, 20% of HP is very frustrating, even more bizarre as they happen.
[ORVR] Brainstorming/Suggestions
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Re: [ORVR] Brainstorming/Suggestions
you don't really need a full fleshed out aggro system on the lord.
if it's costing so much perfomance it's basically not worth it.
if it's proximity check taking so much recources it's not worth it.
if micro ticks and BO proximity checks cost so much performance it's basically not worth it.
the ticks themselves were already counterproductive and teached players = it's worth it to not play the game and just sit here.
if personal contri etc. taking so much recources it's not worth it, just make it dependendant on how many zones you lock. it's anyway not really working good. "your rolls bla bla bla army size bla bla bla. yeah nice troll, we fought x mimutes ago 150 ppl."
hoping that a higher campaign goal will solve any issues is a hoax, because everybody will meet everybody again in said higher campaign goals (forts, cities, last pairing for advancement etc)
besides that, the snapshot intervalls of AAO and DR seem very short, maybe stretch the timeintervall where it takes actually probes and samples, it seems like AAO is changing every second if the zone is populated and DR is like a lightswitch which someone turns on off on off on off etc.
it's nice to have the possibilty for smaller fights etc.
but if you form a warband you want to play largescale, not mediocre sized scale.
ppl also will not move to another zone to get trashed there if the stronger opposition is getting a grip there.
so overall I would recommend to fix the systems, and not see a real solution in the approach on how to redirect the traffic.
if it's costing so much perfomance it's basically not worth it.
if it's proximity check taking so much recources it's not worth it.
if micro ticks and BO proximity checks cost so much performance it's basically not worth it.
the ticks themselves were already counterproductive and teached players = it's worth it to not play the game and just sit here.
if personal contri etc. taking so much recources it's not worth it, just make it dependendant on how many zones you lock. it's anyway not really working good. "your rolls bla bla bla army size bla bla bla. yeah nice troll, we fought x mimutes ago 150 ppl."
hoping that a higher campaign goal will solve any issues is a hoax, because everybody will meet everybody again in said higher campaign goals (forts, cities, last pairing for advancement etc)
besides that, the snapshot intervalls of AAO and DR seem very short, maybe stretch the timeintervall where it takes actually probes and samples, it seems like AAO is changing every second if the zone is populated and DR is like a lightswitch which someone turns on off on off on off etc.
it's nice to have the possibilty for smaller fights etc.
but if you form a warband you want to play largescale, not mediocre sized scale.
ppl also will not move to another zone to get trashed there if the stronger opposition is getting a grip there.
so overall I would recommend to fix the systems, and not see a real solution in the approach on how to redirect the traffic.
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Re: [ORVR] Brainstorming/Suggestions
It's the same vicous cycle again.
250+ in a RvR lake it's when it truly starts to feel like a war is going and we become part of it. All games promoted it, and till Today all failed to deliver with these kind of numbers. (TESO was the worst with their huge keeps in my experience, outside the Aion nonsense of course)
I do understand the idea for splitting us up in multiple zones, especially with the technical issues. But 50 vs 75 is not the same as 125 vs 175 or 200 vs 250 in AoR/RoR. It just doesn't feel the same in the lakes.
This also results in the actual question why would we split up in 50vs75 in zone X and 60vs80 in zone Y while we could have a 110 vs 155 (EU pre-prime time Today's'). As I'm an early bird I do play both US end prime time and EU pre-prime time and it's night and day how it feels in the lakes.
Carrots don't work long-term wise, proven over and over again, so special rewards isn't a viable option. RvRers settle much faster for the "needed" eq to have fun opposed to sPvPers that tend to go for more top-end/elite builds and setups.
And why should someone get something more/better because he suddenly goes fighting in another zone? (makes no sense RvR-wise)
You can try to impose it, one way or another, on us. You can try to split us up but in the end it's not what some of us want to play.
The zones were open but we still zerged it out with that horrible lag past days.
And with a possible 1400 connections you could be facing a 500 players in 2 open T2+ zones in the future if you keep improving the game the way you're improving it.
250+ in a RvR lake it's when it truly starts to feel like a war is going and we become part of it. All games promoted it, and till Today all failed to deliver with these kind of numbers. (TESO was the worst with their huge keeps in my experience, outside the Aion nonsense of course)
I do understand the idea for splitting us up in multiple zones, especially with the technical issues. But 50 vs 75 is not the same as 125 vs 175 or 200 vs 250 in AoR/RoR. It just doesn't feel the same in the lakes.
This also results in the actual question why would we split up in 50vs75 in zone X and 60vs80 in zone Y while we could have a 110 vs 155 (EU pre-prime time Today's'). As I'm an early bird I do play both US end prime time and EU pre-prime time and it's night and day how it feels in the lakes.
Carrots don't work long-term wise, proven over and over again, so special rewards isn't a viable option. RvRers settle much faster for the "needed" eq to have fun opposed to sPvPers that tend to go for more top-end/elite builds and setups.
And why should someone get something more/better because he suddenly goes fighting in another zone? (makes no sense RvR-wise)
You can try to impose it, one way or another, on us. You can try to split us up but in the end it's not what some of us want to play.
The zones were open but we still zerged it out with that horrible lag past days.
And with a possible 1400 connections you could be facing a 500 players in 2 open T2+ zones in the future if you keep improving the game the way you're improving it.
Nidwinqq used teabag Magus [Hysteria]
Re: [ORVR] Brainstorming/Suggestions
Has nothing to do with the server. During SC's (at the same time as lag in the zones) you don't find lag issues, still - it's the same server.oaliaen wrote: Mon Nov 26, 2018 10:25 am maybe upgrading the machine to reduce lag and 100+ ppl keep fighting at the same zone...
The problem is Mythics code, not the server.
Starfkr
Re: [ORVR] Brainstorming/Suggestions
Problem is packet exchange. The more you have ppl doing things, the more server send infos.
Exemple :
Put 300 ppl in martyr's square, walking, naked, non buffed, just walking doing nothing : everything will be fine.
Do the same, full geared, buffed, using buff, abilities, giving damages, receiving heals etcetc... : total lag.
Why?
Cause server send ALL from each player infos to each players. (position of each players in the area, buffs, name, guild, debuff, hp, damages received, dealed, incoming heals, outgoing heals, xp, rp, inf, zone infos, appearance, colors, population, AAO calculation, etcetcetc...).
A proof? if you use enemy addon, you are able to know if someone is dying 10km from your position.
Why don't you experience this issues during SC? cause number is limited and exchange are reduced.
No need to say it is exponential. Ofc, we can probably enhance the code here and there and we will try to.
If you know GW2, just ask yourself why opponent appearance are all the same, why number of abilities are limited, and you will have some explanations why it is smoother
.
note : i'm not a dev/coder, and my explanation is simplist, but i think you catch the idea.
Exemple :
Put 300 ppl in martyr's square, walking, naked, non buffed, just walking doing nothing : everything will be fine.
Do the same, full geared, buffed, using buff, abilities, giving damages, receiving heals etcetc... : total lag.
Why?
Cause server send ALL from each player infos to each players. (position of each players in the area, buffs, name, guild, debuff, hp, damages received, dealed, incoming heals, outgoing heals, xp, rp, inf, zone infos, appearance, colors, population, AAO calculation, etcetcetc...).
A proof? if you use enemy addon, you are able to know if someone is dying 10km from your position.
Why don't you experience this issues during SC? cause number is limited and exchange are reduced.
No need to say it is exponential. Ofc, we can probably enhance the code here and there and we will try to.
If you know GW2, just ask yourself why opponent appearance are all the same, why number of abilities are limited, and you will have some explanations why it is smoother

note : i'm not a dev/coder, and my explanation is simplist, but i think you catch the idea.
Re: [ORVR] Brainstorming/Suggestions
"if you use enemy addon, you are able to know if someone is dying 10km from your position."
he knows because someone decided to send that info; could you sort out any info that it's not necessary to keep the zone rvr going ? as someone previously said , is sor necessary ? aggro info? mobs killing each other? could all those features be switched off when zone pop is above a certain level ?
he knows because someone decided to send that info; could you sort out any info that it's not necessary to keep the zone rvr going ? as someone previously said , is sor necessary ? aggro info? mobs killing each other? could all those features be switched off when zone pop is above a certain level ?
Re: [ORVR] Brainstorming/Suggestions
We may just have reached the limit what can be achieved and have to deal with it.
To come back to Yali's note about GW2. In GW2 there was a player limit to enter the RvR lakes (at least till I stopped playing) and those lakes were split from the other parts of the game.
To come back to Yali's note about GW2. In GW2 there was a player limit to enter the RvR lakes (at least till I stopped playing) and those lakes were split from the other parts of the game.
Nidwinqq used teabag Magus [Hysteria]
- Onemantankwall
- Posts: 523
Re: [ORVR] Brainstorming/Suggestions
Populations too low!! Populations too high!!! Which one is it?? No ones gonna leave a zone to either take a empty keep or split off the zerg to get farmed in a different zone. Simplest way to reduce lag is to designate both t2-t3 combined for lvls 16-31 which would chop off alot of leech zerglings (bags are wasted below r40 anyway and this makes fort system easier) "oh but thatll pis s the playbase off"... Anything u come up with will be backlashed by the zerg riders do what ya gotta do to make the game playable again nostalgia only gets you so far before you say fk it this is unplayable.
Lots of alts, more alts for the alt gods!
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- anarchypark
- Posts: 2085
Re: [ORVR] Brainstorming/Suggestions
Pioneers buff.
like zombie event, it's 30min buff.
during buff, you get bonus rp.
when buffs end you get bonuses which's same as keep claim.( or more )
leaving new open zone cancels buff.
only first 50 ppl get buffs.
those bonuses should be huge.
abandoning 100+ orvr fight is not easy decision.
also, quest that gives gold and liniments etc.
only buffed ppl can complete it.
kill collect quest.
plus, pioneers treated like rr 41+
conq drop from bag.
it'll make all the low ranks move.
like zombie event, it's 30min buff.
during buff, you get bonus rp.
when buffs end you get bonuses which's same as keep claim.( or more )
leaving new open zone cancels buff.
only first 50 ppl get buffs.
those bonuses should be huge.
abandoning 100+ orvr fight is not easy decision.
also, quest that gives gold and liniments etc.
only buffed ppl can complete it.
kill collect quest.
plus, pioneers treated like rr 41+
conq drop from bag.
it'll make all the low ranks move.
Last edited by anarchypark on Mon Nov 26, 2018 3:16 pm, edited 1 time in total.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
- witchdoctor
- Posts: 104
Re: [ORVR] Brainstorming/Suggestions
In my opinion people would split more between zones, when the Lord wouldnt be that ridiculous hard...
You need 1 warband to tank and kill the boss. with that amount of players it takes 15-20 minuts to kill the Lord.
So, if now 1-2 party gonna inc, the warband wipes because of the huge damage the lord deals AoE, it requires just some moral bumps on the tanks and keeplord kills everything.
To avoid that, you need another warband to hold bottom floor.
And that is why a sone takes forever when none of the faction has AAO... With the same numbers of players you won't survive the Lord, and thats the point. If 2-3 partys decide to split, and the other faction does not react to it until doors are down, they should be able to kill the Lord. But actually 2-3 groups would take half hour to kill the Lord, and in that time they gonna be wiped by a single party and the Lord... So why should players split? they are not dumb, they know that there is no chance to kill the Lord if you dont have at least 1.5-2 WB's... Lord should scale on players in the RvR lake, or something like this.
just something to think about
You need 1 warband to tank and kill the boss. with that amount of players it takes 15-20 minuts to kill the Lord.
So, if now 1-2 party gonna inc, the warband wipes because of the huge damage the lord deals AoE, it requires just some moral bumps on the tanks and keeplord kills everything.
To avoid that, you need another warband to hold bottom floor.
And that is why a sone takes forever when none of the faction has AAO... With the same numbers of players you won't survive the Lord, and thats the point. If 2-3 partys decide to split, and the other faction does not react to it until doors are down, they should be able to kill the Lord. But actually 2-3 groups would take half hour to kill the Lord, and in that time they gonna be wiped by a single party and the Lord... So why should players split? they are not dumb, they know that there is no chance to kill the Lord if you dont have at least 1.5-2 WB's... Lord should scale on players in the RvR lake, or something like this.
just something to think about

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