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  1. #21
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    Default The only lag

    ...that i experience is the 30 second wait that seems to occur whenever a new toon is logged in. Other than that, lag has been much better recently. I have to beleive that the O.P. is secretly still steaming over some of the changes being anti-zerg.
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  2. #22

  3. #23
    Community Member Zenako's Avatar
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    Quote Originally Posted by Cedwin View Post
    Did anyone stop to think how much worse the lag would be if DA wasn't implemented? I mean we did have a HUGE increase of players just recently. You can't blame all of the new lag on the DA system. Just think if all of these new players were running past everything in quests, which would mean that all of those instances would be running AI/Tracking scripts for all of the mobs, the servers would screech to a halt.
    The main thing about DA is that when you trigger various levels of alerts that in turn amps up the challenge of actually killing the mobs in a timely fashion, which in turn ends up with more mobs being active at a given time on the server. The trigger levels for DA seem to have been almost halved based on some other threads, which makes the alert trigger almost instantly in many encounters now. It has become a defacto standard instead of an alert for getting too many mobs active at once.
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  4. #24
    Community Member Samadhi's Avatar
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    Quote Originally Posted by Zenako View Post
    The main thing about DA is that when you trigger various levels of alerts that in turn amps up the challenge of actually killing the mobs in a timely fashion, which in turn ends up with more mobs being active at a given time on the server. The trigger levels for DA seem to have been almost halved based on some other threads, which makes the alert trigger almost instantly in many encounters now. It has become a defacto standard instead of an alert for getting too many mobs active at once.
    QFT. When DA was first put in, it really wasn't that big of a deal IMO, you kill a couple mobs and move on with your life. Now, it is very possible to hit orange alert with a single group of mobs spawning. That is defeating the purpose.

    As a sidenote, I don't think DA is CAUSING the lag, or attempting to suggest a causality there (although maybe it is possible in some cases). What I am saying, is that DA didn't do a freaking thing to fix the lag, and/or the changes they made to the way calculations were made in combat were far more detrimental than they thought. When I can't swing at a mob because I can't tell where it is, that's a problem. When I can't heal because I have no clue what the health is of my party, that's a problem. When I spam heals because of number two, but the heals never hit their targets, that's a problem.
    sravana, kirtana, smarana, dasya, atma-nivedana
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  5. #25
    Founder chester99's Avatar
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    Quote Originally Posted by Cedwin View Post
    Did anyone stop to think how much worse the lag would be if DA wasn't implemented? I mean we did have a HUGE increase of players just recently. You can't blame all of the new lag on the DA system. Just think if all of these new players were running past everything in quests, which would mean that all of those instances would be running AI/Tracking scripts for all of the mobs, the servers would screech to a halt.
    I haven't been attacked by a tiger the whole time it's been live. so it's good for that too.

    ... if only it worked for sharks. ah well. I almost never used that leg anyway.

  6. #26
    Community Member Shamurai's Avatar
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    Is there a good thread that explains DA

    ~ The reason it was implemented
    ~ What the different alerts really mean
    ~ what the DA levels do to the Players
    ~ What the DA levels mean to the mobs

    Thanks.
    Starabelle McClean / Shamurai Daemon Slayer/Faithrune Justicar /
    Samuiree Kensai / Daviniti Soul Finder/ GRRONND HammerPain

  7. #27

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    Quote Originally Posted by Shamurai
    ~ The reason it was implemented
    The reason depends on who you ask. Here are some possible reasons from various perspectives:

    • Reducing lag by having less completely active monsters.
    • Increasing challenge in some situations.
    • Preventing dungeons from mostly being run through without worrying about killing things.
    • Limiting the effectiveness of area-of-effect things like Wall of Fire, Blade Barrier, and Symbol of Persuasion.
    • To cause hatred through the player base.


    Quote Originally Posted by Shamurai
    ~ What the different alerts really mean
    • Green Alert - Monsters move faster. Bosses gain a bit of AC.
    • Yellow Alert - Monsters move even faster. Bosses gain AC and a bit of fortification. A monster can cause "harried" to slow you down if they hit you from behind. It is also common to have a global effect of "Overwhelmed" which also slows you down in this state.
    • Orange Alert - Monsters move even faster. Bosses have a noticeable AC jump and some fortification. "Harried" is more potent.
    • Red Alert - Monsters move very fast. Bosses have high AC, full fortification, and often disregards secondary weapon effects like "holy". "Harried" is very potent.
    Server - Thelanis
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  8. #28
    Community Member Shamurai's Avatar
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    Ouch add me to the list of Haters of DA!
    Starabelle McClean / Shamurai Daemon Slayer/Faithrune Justicar /
    Samuiree Kensai / Daviniti Soul Finder/ GRRONND HammerPain

  9. #29
    Community Member Spookyaction's Avatar
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    All the people who say they havent had lag problems... Do you run raids ? Really you dont get any lag in the subterranean ? Thats the worse spot for me. However the last few runs at TOD we had some very bad lag issues in part 2 on more then 1 run. The kiter will be dead for a longtime before you are notified of their death. HEck I was dead and had 180 hps ...

  10. #30
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    Quote Originally Posted by Samadhi View Post
    Please revert the game to prior to your most recent update. It is not possible that this update had more benefits than penalties.

    1) Lag continues to get worse (Up until this fall, in 3 years of playing, I really only experienced lag in the shroud - now it's everywhere).

    2) The bugged trap scaling makes some of these quests disproportionately difficult.

    3) The bugs to dungeon alert are making many, many quests that used to be fun so freaking long that I'm not going near them.

    /death

    (and let's not even get started on our missing shroud ><)
    Clearly you're mistaken, Dungeon Alert has saved us all from the lag monster

    Seriously, has anyone seen any improvement as a result of DA?

  11. #31
    Community Member Phidius's Avatar
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    From my personal experiences, the recent changes have virtually eliminated the lag...


    Was watching a movie last night with my wife instead of playing DDO, and I only saw the DVD player lag once... I think the disk was dirty.
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  12. #32
    Founder dakkon75's Avatar
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    Quote Originally Posted by Phidius View Post
    From my personal experiences, the recent changes have virtually eliminated the lag...


    Was watching a movie last night with my wife instead of playing DDO, and I only saw the DVD player lag once... I think the disk was dirty.
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  13. #33
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    Quote Originally Posted by Zenako View Post
    But the problem is that the traps have gone from deadly to someone who was blantently careless to deadly to anyone who even breathes.

    Doing Elite favor last night. Sharn Syndicate. Bookbinders rescue. Base Level 4 quest. On Elite the traps (Of which you always get hit with 2 or more at a time) were doing on the order of 200 points of damage EACH. Level 17 characters with 300+ HP were just dying in the trap, instantly. Before they were painful to high level characters, and potentially deadly to anyone still getting EXP for those quests.

    The Trapped cave run in Jeets Dream for example. Typcial trap was doing around 1000 points of damage last night. These were the static sharp "ahem rocks" on the ground. Characters were moving slowly in the middle of the "safe" path, which seems to have shrunk to a pixel wide now. Since the DC to save is so high (well over 50 REF it seems), even with Improved Evasion, characters were still dying and taking Rezs on the far side. The damage multiple has been acknowledged to be borked. It is almost unplayable in some quests now.
    Imagine how scary it is out there for Permadeathers right now! Our guild has warning MotD's to alert everyone of "buggy/deadly" traps so we can watch out.

    Traps are scary! Especially now...

    -Ozmar the Nervous

  14. #34
    Community Member Beld's Avatar
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    Default If everyone turns off effects in Graphics UI settings

    the lag and DPS lag goes down considerably, but all ppl involved in the raid/instance have to do this, most of the stuff is fluff that no-one notices because of the lag anyway, but it helps A LOT.

    Check your settings, just cause your system can handle the load, doesn't mean that a server full of people running multiple instances and such can handle it, even with DA.

    I tend to agree with an earlier poster tho, with the servers running at 85%+ of capacity pretty much constantly now, without DA (although I agree the newest implementation kinda borked it) the game would be completely unplayable if everyone was still completely zerging and aggroing everything running all the AI scripts.

    Client/Server/ISP Provider Lag is unavoidable in ALL internet games, it's a electrical signal and regardless of all the calculations involved, this signal does not travel to and from various points instantaneously, the more information being pushed back and forth = more time/lag.

    Again I go back to the first point, turn off some/all of the fancy graphics stuff for raids that are known to cause lag problems and you should notice a considerable improvement.


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    Some people don't like to play hard. That's why we have 'normal'.

  15. #35
    Community Member issiana's Avatar
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    Quote Originally Posted by OzmarDDO View Post
    Imagine how scary it is out there for Permadeathers right now! Our guild has warning MotD's to alert everyone of "buggy/deadly" traps so we can watch out.

    Traps are scary! Especially now...

    -Ozmar the Nervous
    i'm one such PD player.

    currently i dont play my main much and wont go near any quest on elite - basically they broke the game for me by breaking traps
    I was lvl 10 without dieing once and have 830 favor so i've being doing the elites at lvl or a few lvls above. the killer was taking 280 pts of damage on a save in stk elite at lvl 10! so wrong

    knowing it is also buggy on hard as well as elite really has broken the game
    Somedays your the Bug
    Somedays your the Windscreen.

  16. #36
    Community Member Samadhi's Avatar
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    Found a new way to die of lag today. TOD Part 2 - the Shadowfiend doesn't spawn. Oh wait, but the movement AI for it did, so when the actual fiend spawned, it had already moved in on the party and hit firewalls and turned to the caster sitting there waiting for them to spawn, even though it wasn't graphically visible. Good times; that was a new one sir lag, I tip my hat to your power.
    sravana, kirtana, smarana, dasya, atma-nivedana
    ...NAMASTE...

  17. #37
    Community Member bobbryan2's Avatar
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    Still don't like the system. Didn't like it before, but now that it's broken... it's even worse.

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