If only there was this Artificer class lacking a 3rd enhancement tree and someone that could post some betaThoughts on said tree while we wait for server up.
*POKES TORC* (to POKE Steelstar)
Also why no mention of a 3rd FVS tree in DDOCast? Is that abandoned for a while? If so I'm going to blame engine coders got stuck working on lag fixes instead of *SUPER CRAZY NEW ENGINE FEATURE FOR 3rd FVS TREE*
Casual DDOaholic
cant think of game that puts they servers sleep for 8 hours FeelsBadMan
You would of really felt bad back in the days when the hampsters would kill over and the game would be down for 12-16 hours then. The launcher would change from 4 hour downtime, to six, then ten, etc. I always felt they should just put the launcher notification as when it's ready it's ready lol
The game worlds have reopened. Thank you.
Have fun, and don't forget to gather for buffs!
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There is now a 1 second cooldown on equipment swapping. Is this Working As Intended? And why?
Trying to quickly find a secret door etc, and having to wait 1 second between each swap is lame, imho.
This patch includes a change that we hope will address hitching that sometimes occurs when using an ability or displaying a tooltip. Without getting into the gory details, we have an object that, when referenced, needed 11,000 additional objects from the dat files. We have a caching layer, so once you, for example, cast a spell and this object is in memory, it was fine, but it would fall out of memory after a time and need to be loaded from disk again - causing a hitch. This is why it had a tendency to be the first time a spell is cast in a dungeon, for example.
This patch will keep that large object in memory all the times. A future patch will address always loading the 11,000 dependencies and give that memory back. The reason for doing it in two steps is that the change to just keep it in memory is a simple, reasonably low risk change, so we wanted to get it out there to hopefully improve your experience and also verify that we are barking up the right tree The second change is a bit more involved.
-Zyrca
Lead Software Engineer
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ELI5 version:
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Programs use memory to run quickly.
When you run a program, any program, the program tells your computer "Hey I need to use some memory!"
Windows goes, "okay!" and gives the program some memory to work with.
In order to keep games from needing obscene amounts of memory, typically they only request enough memory for the game to function at that moment. The game then only puts what it absolutely needs into that memory that it's been given to work with.
The game will constantly be putting things in and out of memory. Whenever you're loading a zone for example this is part of what's going on.
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DDO sometimes needs to do a thing that requires it having 11,000 things loaded into memory. So whenever you did that thing it would check if the 11,000 things were in memory and then do that thing.
However, if the 11,000 things weren't in memory, it would need to load them into memory.
This would take a second so your client would hitch. No big deal right?
Well, occasionally the game would be like, "oh hey, I don't need this 11,000 things in memory anymore!" and would drop them.
Then you would do a thing that required those 11,000 things again. Whoops, another hitch!
Rinse, repeat.
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What they're doing is two part.
First part is now they said, "Hey, load up those 11,000 things when you start the game and don't ever drop them!" This is an easy short term fix but increases the amount of memory the game needs to run.
Part two is going to be them telling the game, "Hey, you don't need those 11,000 things anymore." This is a good fix but will take a lot of work.
Last edited by zehnvhex; 01-25-2018 at 04:24 PM.
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