RoR Performance - Message from Eden (LNM)

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Illuminati
Posts: 268

Re: RoR Performance - Message from Eden (LNM)

Post#21 » Wed Apr 16, 2025 6:01 pm

Minisynn wrote: Wed Apr 16, 2025 5:03 pm
Illuminati wrote: Wed Apr 16, 2025 3:55 pm What were the 'avoidance' changes that happened that keep getting mentioned that perhaps impacted performance?
I'm assuming they're referring to the patch in October that made it so that you can only strikethrough a maximum of 50% of your targets max avoidance, which also factors in buffs/debuffs on yourself and the target. I'd imagine it's that, in tandem with the change to target centric AOE abilities (think Acid Bomb/Frag Grenade, Spiral Fletched Arrow/Broadhead Arrow with Split Arrows) with the original ability system rework which used to only factor in your primary targets defences, and then would apply the effect to everyone in range if the primary target failed to defend it - as opposed to now, where these abilities do individual defence checks on every single target in range. So a Frag Grenade into a crowd of 100 tightly packed people used to do one set of defence calculations, whereas now it'll do 100 different sets of defence calculations - as well as presumably additional checks to handle the strikethrough cap which was added in October.

In saying that though, the change to how these target centric AOE abilities was in the game from December 2023 and there weren't really any noticeable issues, so I'm guessing if it is related to the avoidance change then it's because of poor implementation - but nobody can really say for sure except those with access to the source code
Thank you. That makes sense. It's the reason why some games 'snapshot' avoidance state so the network chatter (server interactions) are limited. It's the reason why games like GW2, etc. either removed 'spread' abilities or significantly reduced the dot time.

For example, you would never implement a 'spread' dmg AOE like Broadhead Arrow for 15 seconds because within 15 seconds the avoidance/mitigation state would change significantly over 15 seconds. Things like Broadhead Arrow should only last 3 seconds when spread, that way, you significantly reduce the possibility of a significant avoidance/mitigation effect taking place that causes an interaction/check.
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illumius
Posts: 33

Re: RoR Performance - Message from Eden (LNM)

Post#22 » Wed Apr 16, 2025 6:03 pm

Server performance dropped after the patch with the rework of parry, block, and other defenses. But the developers don't want to admit their mistake.

But in defense of the developers, I want to say that when they made the aoe cap 9 targets, the blob followers started crying. The blame lies not only on the developers, but also on that part of the community that knows how to press only one button and run after the leader's mark.
AM, BW, SL, SM, WL, Engi, RP, WP - all 80+ and BIS.
BO and WE for easy game on mid tier sc.

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aa91837
Posts: 116

Re: RoR Performance - Message from Eden (LNM)

Post#23 » Wed Apr 16, 2025 7:52 pm

can devs do something?
Nobody on the broken noob class

bw10
Posts: 384

Re: RoR Performance - Message from Eden (LNM)

Post#24 » Wed Apr 16, 2025 11:01 pm

shouldve stopped at warcrest update. every patch after that feels like sabotage

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Neznan
Posts: 76

Re: RoR Performance - Message from Eden (LNM)

Post#25 » Thu Apr 17, 2025 6:32 am

I don't see much players recently - most days it is about 100-200 from each side and laggs are terrible. (even with this small numbers)

I have modern PC and I use Low graphic presetings - still when I cast a spell it is 1-2 seconds delay
Also I feel not all my abilities do damage to a target, seems some are just not working (not damaging).

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