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  1. #1
    Community Member Spoonwelder's Avatar
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    Default Deathwyrm Lag - yes again

    Well we ran a little Deathwyrm last night on EN only all was well and good - got to Gravity, triggered all the spots - phylactery down and then we start moving to the end to loot and leave when WHAM Lag - full lockup - nobody moving - still have voice chat and everyone confirms they have it.....we wait a few minutes then decide to have a few of us log to hopefully releash the lag monster. It took me 30minutes to get back in - 2 reboots, router reset, flushdns (I think that did the trick in the end).

    So umm about those performance improvements in the latest patch......looks like there is more work to do.

    I will point out that we had an oddity in that most of us were in the same general area (ie. everyone came back to the south gravity lever at about the same time and we all dropped to the lower left to make our way out as we made the first right turn someone who was a bit ahead asked for gravity to be off and as we hit the spikes the lag monster hit......so it could be something similar to the Kludarj guard proc lag....but it is different from that in that we couldn't stop hitting the spikes since we were stuck in them - I lost about 400 HP before I logged out just ticking the spikes over a few minutes.

    It was bug reported last night but I thought I would provide a bit more detail here and also see if others had any similar results since yesterdays patch.
    gotta to kick at the darkness til it bleeds daylight - B. Cockburn
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  2. #2
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    Hi,

    Yes, we had a lag wipe on Khyber yesterday too.

    It seemed no better than the many other occasions we've run Deathwyrm and had group wide lag problems.

    If I hadn't been told by the release notes that some performance improvements had been made, I wouldn't have noticed it.

    Thanks.

  3. #3
    Community Member Spoonwelder's Avatar
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    I generally haven't had a big issue with Deathwyrm but I only ever run EN.

    Yes we get the Kludj proc lag upon spamming cleaves at them after the boss is down but that is a mere hiccup not full lock but chat capable lag like we got last night.
    gotta to kick at the darkness til it bleeds daylight - B. Cockburn
    Guild Leader - Order of the Silver Dragons
    Mains Darlao Completionist Toogor Sorc TR7 Also Listarn Shadar Kai Rogue 20/8 - WhiskyTango CL28 TR4 - Toongor Bd28 TR2 - Sooey Dwarf ConBarb28 TR2 Pusshy -WizMo 18/ 2/8+9 More

  4. #4
    Community Member Sehenry03's Avatar
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    If I'm not mistaken this last patch was suppose to help certain lag spikes but mainly it was suppose to clear up certain areas so they could pin point the problems like these. They never said Deathwyrm would not be lag free. Supposedly this last patch will let them monitor lag in quests easier and pinpoint things faster. I don't think I ever read you would have no lag in any specific quest...

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  5. #5
    Executive Producer Severlin's Avatar
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    These types of specific reports are helpful. The changes we made in Monday's patch have cleared up a number of issues serving to hide lag spikes. While we have really reduced lesser lag spikes that might affect overall server performance, our changes have helped us to identify a really nasty spike that is causing our messaging queues to bloat dramatically. We wouldn't have seen that before we added Monday's changes. Just earlier today we saw this on Khyber. We activated addition lag related changes on Khyber to reduce lag spikes and help us isolate the the aforementioned issue. Thank you for your reports and patience.

    Sev~

  6. #6
    Community Member Pehtis's Avatar
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    Thumbs up Thanks Sev

    Quote Originally Posted by Severlin View Post
    These types of specific reports are helpful. The changes we made in Monday's patch have cleared up a number of issues serving to hide lag spikes. While we have really reduced lesser lag spikes that might affect overall server performance, our changes have helped us to identify a really nasty spike that is causing our messaging queues to bloat dramatically. We wouldn't have seen that before we added Monday's changes. Just earlier today we saw this on Khyber. We activated addition lag related changes on Khyber to reduce lag spikes and help us isolate the the aforementioned issue. Thank you for your reports and patience.

    Sev~
    As players that love the game this is the kind of communication we enjoy from you guys/gals. And yes, I am noticing a lot more interaction by Devs in the forums at least.

    It adds much value when you bring us the player base along with you as you as you attend to game matters (as much as that is ever practicable).

    Keep it up.
    Many of life's lessons are taught through games. So GAME ON!
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  7. #7
    Community Member Rhysem's Avatar
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    Quote Originally Posted by Severlin View Post
    These types of specific reports are helpful. The changes we made in Monday's patch have cleared up a number of issues serving to hide lag spikes. While we have really reduced lesser lag spikes that might affect overall server performance, our changes have helped us to identify a really nasty spike that is causing our messaging queues to bloat dramatically. We wouldn't have seen that before we added Monday's changes. Just earlier today we saw this on Khyber. We activated addition lag related changes on Khyber to reduce lag spikes and help us isolate the the aforementioned issue. Thank you for your reports and patience.

    Sev~
    What's the chance those changes to Khyber are causing Von4 to not work on Khyber? https://www.ddo.com/forums/showthrea...Monday-s-patch ?

  8. #8
    Community Member Spoonwelder's Avatar
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    Quote Originally Posted by Sehenry03 View Post
    If I'm not mistaken this last patch was suppose to help certain lag spikes but mainly it was suppose to clear up certain areas so they could pin point the problems like these. They never said Deathwyrm would not be lag free. Supposedly this last patch will let them monitor lag in quests easier and pinpoint things faster. I don't think I ever read you would have no lag in any specific quest...
    I agree with you - never will the lag beast be slain. My main thrust was to point out the problem we ran into - not to whinge about lag. Sorry if it came off that way.
    gotta to kick at the darkness til it bleeds daylight - B. Cockburn
    Guild Leader - Order of the Silver Dragons
    Mains Darlao Completionist Toogor Sorc TR7 Also Listarn Shadar Kai Rogue 20/8 - WhiskyTango CL28 TR4 - Toongor Bd28 TR2 - Sooey Dwarf ConBarb28 TR2 Pusshy -WizMo 18/ 2/8+9 More

  9. #9
    Community Member Spoonwelder's Avatar
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    Quote Originally Posted by Severlin View Post
    These types of specific reports are helpful. The changes we made in Monday's patch have cleared up a number of issues serving to hide lag spikes. While we have really reduced lesser lag spikes that might affect overall server performance, our changes have helped us to identify a really nasty spike that is causing our messaging queues to bloat dramatically. We wouldn't have seen that before we added Monday's changes. Just earlier today we saw this on Khyber. We activated addition lag related changes on Khyber to reduce lag spikes and help us isolate the the aforementioned issue. Thank you for your reports and patience.

    Sev~
    Thanks - just trying to help.....hmm messaging queues......two of us once we did relog lost our chat connection and had to relog again after finally getting back on to get our connection to the chat servers....it was more than that as I couldn't even get green lights when I did push to talk....so voice was way out and and text was gone too - but we could get and send tells.
    Last edited by Spoonwelder; 02-25-2015 at 02:48 AM.
    gotta to kick at the darkness til it bleeds daylight - B. Cockburn
    Guild Leader - Order of the Silver Dragons
    Mains Darlao Completionist Toogor Sorc TR7 Also Listarn Shadar Kai Rogue 20/8 - WhiskyTango CL28 TR4 - Toongor Bd28 TR2 - Sooey Dwarf ConBarb28 TR2 Pusshy -WizMo 18/ 2/8+9 More

  10. #10
    Community Member Standal's Avatar
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    Wow! I just posted that it looked like Deathwyrm lag was solved! FWIW, we ran a 10 man EH Deathwyrm on Thelanis last night from about 9 to 9:45 CST and had zero problems. Just in case that helps compare servers at various times.

  11. #11
    Community Member barecm's Avatar
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    So to borrow a sports line... You cannot stop lag, you can only hope to contain it.

  12. #12
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    Quote Originally Posted by Severlin View Post
    These types of specific reports are helpful. The changes we made in Monday's patch have cleared up a number of issues serving to hide lag spikes. While we have really reduced lesser lag spikes that might affect overall server performance, our changes have helped us to identify a really nasty spike that is causing our messaging queues to bloat dramatically. We wouldn't have seen that before we added Monday's changes. Just earlier today we saw this on Khyber. We activated addition lag related changes on Khyber to reduce lag spikes and help us isolate the the aforementioned issue. Thank you for your reports and patience.

    Sev~
    Never thought I would see the day I said this:

    Good. Job. Team. Turbine. Keep it up.

    Also the communication back to the player base seems to be improving. Double TY. Keep it up, we will be watching and keeping you honest!

  13. #13
    Community Member mudfud's Avatar
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    Quote Originally Posted by Spoonwelder View Post
    Well we ran a little Deathwyrm last night on EN only all was well and good - got to Gravity, triggered all the spots - phylactery down and then we start moving to the end to loot and leave when WHAM Lag - full lockup - nobody moving - still have voice chat and everyone confirms they have it.....we wait a few minutes then decide to have a few of us log to hopefully releash the lag monster. It took me 30minutes to get back in - 2 reboots, router reset, flushdns (I think that did the trick in the end).

    So umm about those performance improvements in the latest patch......looks like there is more work to do.

    I will point out that we had an oddity in that most of us were in the same general area (ie. everyone came back to the south gravity lever at about the same time and we all dropped to the lower left to make our way out as we made the first right turn someone who was a bit ahead asked for gravity to be off and as we hit the spikes the lag monster hit......so it could be something similar to the Kludarj guard proc lag....but it is different from that in that we couldn't stop hitting the spikes since we were stuck in them - I lost about 400 HP before I logged out just ticking the spikes over a few minutes.

    It was bug reported last night but I thought I would provide a bit more detail here and also see if others had any similar results since yesterdays patch.
    Just think at the rate the lag fixes are going in deathwyrm pretty soon we will have 2 rooms in the raid. One where you start, and then go through to the end fight. Might as well start removing the rest of the raid in the duct tape fixes.

  14. #14
    Trapped in Stone SlashbackWarrior's Avatar
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    Angry Yes lag again

    Yes again. Another fail on hard today. 2 wipes in one raid, one after we "saved" it with jibber blade. no wonder no lfm for this raid on Sarlona.

  15. #15
    Community Member mudfud's Avatar
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    Quote Originally Posted by IgnisLux View Post
    Yes again. Another fail on hard today. 2 wipes in one raid, one after we "saved" it with jibber blade. no wonder no lfm for this raid on Sarlona.
    I usually see deathwyrm on Sarlona EH,EE only advertised in special chat channels.

  16. #16
    Community Member Powskier's Avatar
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    must be the cove or mabar causing lag,right?

  17. #17
    The Hatchery Enoach's Avatar
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    Tonight I lead our Guild in a Deathwyrm raid and we hit lag right away in the first room in the First 30 Seconds. I did notice that we had a horde of skeletons dwarves and I was the first one to enter. It took about 10 minutes to get everyone out of the quest part of that was waiting to be able to move so we could recall and the other part was clearning/fascinating the skeleton horde so we could recall.

    We reset the instance and did not have the issue in the new instance of the quest.

    My guess is there might be an issue in the spawn mechanic...

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