you know what skill lag is? its your lag getting lag. yeah, its that bad. calling it something else and normalizing it doesn't change how horrid it is.
Due to the lack of skill lag in PvE, I have come to the conclusion that it's not the number of players & skills going off in the instance, it is the 2 way nature of calculations done in WvW which causes bottlenecks to become overwhelmed that causes the lag. Games like eve online solve this through something called "time dilation" where they slow down the game so the servers can catch up, but it can also be done by smartly designing the code to avoid bottlenecks.
I imagine the bottleneck in WvW battle calculation would be the damage done to player hp per tick, as this has more things that leads up to it and affecting it than anything else, like the calculation of condition durations or cordinate movement calculations etc. If this is the case, reducing the load (for example getting rid of "protection" or "vulnerability" buffs) or distributing that load would solve this issue, i.e. calculating the effects of your gear stats on map load or gear change instead of when damage occurs, thus increasing load times but reducing the necessary calculations at peak times.
Regardless, this investigation requires man hours and is a matter of if ANet decides to invest or not, which can be decided via the pushback they receive. So we should keep reporting as these lag spikes occur, and keep the issue visible.
@Melian.5368 said:
Due to the lack of skill lag in PvE, I have come to the conclusion that it's not the number of players & skills going off in the instance, it is the 2 way nature of calculations done in WvW which causes bottlenecks to become overwhelmed that causes the lag. Games like eve online solve this through something called "time dilation" where they slow down the game so the servers can catch up, but it can also be done by smartly designing the code to avoid bottlenecks.
I imagine the bottleneck in WvW battle calculation would be the damage done to player hp per tick, as this has more things that leads up to it and affecting it than anything else, like the calculation of condition durations or cordinate movement calculations etc. If this is the case, reducing the load (for example getting rid of "protection" or "vulnerability" buffs) or distributing that load would solve this issue, i.e. calculating the effects of your gear stats on map load or gear change instead of when damage occurs, thus increasing load times but reducing the necessary calculations at peak times.
Regardless, this investigation requires man hours and is a matter of if ANet decides to invest or not, which can be decided via the pushback they receive. So we should keep reporting as these lag spikes occur, and keep the issue visible.
I've had skill lag in PvE before. Not nearly as often as I see it in WvW, but in some of the big open world META events (especially the ones with a lot of NPCs) like Thunderhead peaks I have experienced it fairly often.
I was about to post about this same issue then saw this post. I have nothing to add the OP says it all. Please fix this Anet I was having fun in wvw until lag sickness set in and now logged out because its not fun anymore.
Dear ANet employees, look. This is what backlash looks like. Here is exhibit A. This is how you lose the confidence of your customers. You promised more communication. You did not deliver.
I'm sure that when they reduce the map cap to lower than the target cap on siege (50) latency will disappear! I'm the one running to the cannons right now...
@CrimsonNeonite.1048 said:
According to their WvW stream last evening, they are looking into it, but I guess from their tone, that we're stuck with this issue for a while.
@ArchonWing.9480 said:
No need. I can already tell you it's technical limitations, much like when anything doesn't work.
You have to remember that this game and its apologists always define themselves in what can't be done. If you want less laggy servers, that obviously means that you demand they build a fiber network straight to your house. If you want balance patches, that means you're a malcontent that wants daily updates. So if they do anything, you should be grateful k.
Technical limitations you say? ROFL, completely invalid and false argument.
The first 6 years of playing GW2 WvW were perfectly lag-free, with only very rare exceptions of insanely big 3-way massacres around SMC (probably caused because game engine is not developed to take care of 200+ ppl in one small place). Now its laggy as hell even in 20 v 20 fights.
Before: 70 v 70 - no lags at all for 6 years
After: 20 v 20 - laggy as hell
Ok...
well....
tonight was about the worse lag I've ever seen in 8 years of playing this game....
people stutter stepping, skill lag, rubber banding...
if this game can't handle big fights anymore, there's no point to wvw...
if you keep this up till expansion time...
shakes head, no thanks.
^ Another derailing post - Anet
Perma stealth is needed to outrun zergs. - Thieves
/Stomps Mirage-Scourge-Warclaw, boon ball balance! - Anet
No expansion money as long as Mesmers are trash. - Me
can still tell when there are two groups fighting from outside a keep. Can't see them because they're on inner, but you can tell because your frames go call stuttery. Lag radar
@ArchonWing.9480 said:
No need. I can already tell you it's technical limitations, much like when anything doesn't work.
You have to remember that this game and its apologists always define themselves in what can't be done. If you want less laggy servers, that obviously means that you demand they build a fiber network straight to your house. If you want balance patches, that means you're a malcontent that wants daily updates. So if they do anything, you should be grateful k.
Technical limitations you say? ROFL, completely invalid and false argument.
The first 6 years of playing GW2 WvW were perfectly lag-free, with only very rare exceptions of insanely big 3-way massacres around SMC (probably caused because game engine is not developed to take care of 200+ ppl in one small place). Now its laggy as hell even in 20 v 20 fights.
Before: 70 v 70 - no lags at all for 6 years
After: 20 v 20 - laggy as hell
//edit: noticed the kappa, but Im still not sure how you meant your post
totally agree with you.
My PoV is that condi spamming with Hot and PoF has been dramasticly increase. this increase imply more calculation from server's CPU than direct DPS => increase server lag. if you got both Condi/DPS/boon and healing spamming then everything will lag LUL
the WvW structure code has not been design to handle that much spamming from boon, healing and condi/dps spamming.
@XenesisII.1540 said:
Ok...
well....
tonight was about the worse lag I've ever seen in 8 years of playing this game....
people stutter stepping, skill lag, rubber banding...
if this game can't handle big fights anymore, there's no point to wvw...
if you keep this up till expansion time...
shakes head, no thanks.
The prolem is could be diminuishedif ANet stoped making classes that lead to overperformance with stack n spam.
Scourge bomb with quickness spam out of a stealth will desync and lag enemy since their clients data will get f* up on larger fights,
Scourge and firebrands are very awfull designed for what the game can handle... this 2 classes shoud be temporary removed lol, until better options/rework were found.
Game cant handle aoe spam... ANet keep enforcing it.
Sugestions:
-Perma alacrity is also something very very very strong cause it will affect what i talked above, my sugestiuon to this is give alacrity ONLY to chronos, and make the boost to alacrity hapens just once in a while.
-Remove Quickness from FB's.
-Scourges, class spam capabilities and barrier is a bit idiotic, cut their range or make the class sacrifice health like in Gw1.
Slayers [XD] NSP Guild
Yao Chen Herald/Ventari
Ying Wuxian Renegade/Demon
Just don't forget the problem is with SERVER LATENCY, not Server Latency IN WVW/PVP. PvE is VERY unplayable as well, even while soloing story instances. As I write this I'm trying my last resort reinstalling the entire game because I simply can't do anything in good sync, from skills firing 5s later after used to being unable to mount in the air...
I can't say my real ping because game's info is a liar. It shows me 180-200ms but I could swear it's way more than that.
@magnusthorek.8027 said:
Just don't forget the problem is with SERVER LATENCY, not Server Latency IN WVW/PVP. PvE is VERY unplayable as well, even while soloing story instances. As I write this I'm trying my last resort reinstalling the entire game because I simply can't do anything in good sync, from skills firing 5s later after used to being unable to mount in the air...
I can't say my real ping because game's info is a liar. It shows me 180-200ms but I could swear it's way more than that.
That sounds like a local problem. I'm doing metas in SW, HoT and personal story with a new character. I hang out in populated places as well as empty ones and usually in PvE unless there are massive numbers of players on a limited area in a map, I don't experience lag. Neither skill lag, nor network lag.
In WvW the problem regularly occurs, usually when two big zergs are nearby; three way fights between big groups are basically always problematic. Sometimes (depending on zerg composition, tactical decisions and regarding actions) even 2-way fights are problematic.
If you can't address the problem as it currently is .... why don't we at least to solve the problem by:
lowering the number of players per map to two-thirds of currently allowed players per map
cloning desert and alpine map once more to compensate, thus offering: EB, 2x desert, 3x alpine, thus offering 1/3rd more maps than currently.
"and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
-- H. P. Lovecraft - Celephais
@magnusthorek.8027 said:
Just don't forget the problem is with SERVER LATENCY, not Server Latency IN WVW/PVP. PvE is VERY unplayable as well, even while soloing story instances. As I write this I'm trying my last resort reinstalling the entire game because I simply can't do anything in good sync, from skills firing 5s later after used to being unable to mount in the air...
I can't say my real ping because game's info is a liar. It shows me 180-200ms but I could swear it's way more than that.
That sounds like a local problem. I'm doing metas in SW, HoT and personal story with a new character. I hang out in populated places as well as empty ones and usually in PvE unless there are massive numbers of players on a limited area in a map, I don't experience lag. Neither skill lag, nor network lag.
In WvW the problem regularly occurs, usually when two big zergs are nearby; three way fights between big groups are basically always problematic. Sometimes (depending on zerg composition, tactical decisions and regarding actions) even 2-way fights are problematic.
If you can't address the problem as it currently is .... why don't we at least to solve the problem by:
lowering the number of players per map to two-thirds of currently allowed players per map
cloning desert and alpine map once more to compensate, thus offering: EB, 2x desert, 3x alpine, thus offering 1/3rd more maps than currently.
With what you said, i think you're a casual WvW(im not insulting) or you started WvW very recently.
Because splitting pple across maps by adding more maps will create only PvE and less pvp interaction.
Moreover actually there is half of serves which are linked together and most of them during daytime there is not that many fights (not as before) so splitting pple and create more maps is one of the worst idea.
As start pple comes in WvW for the core gameplay fight and fun with community not for caping tower and getting pips/loots.
Your idea is just creating maps like the new one they add in PvE with LS.
As i said i think the issue is that Server cannot handle that ammount of calculation request from spamming boon/heal/dmg (condi and direct) because before we got much more player in WvW and it doesnt lag that much as now.
Fix bad gameplay design less spamming boon, heal and damage (condi/direct) will help a lot.
@ArchonWing.9480 said:
No need. I can already tell you it's technical limitations, much like when anything doesn't work.
You have to remember that this game and its apologists always define themselves in what can't be done. If you want less laggy servers, that obviously means that you demand they build a fiber network straight to your house. If you want balance patches, that means you're a malcontent that wants daily updates. So if they do anything, you should be grateful k.
Technical limitations you say? ROFL, completely invalid and false argument.
The first 6 years of playing GW2 WvW were perfectly lag-free, with only very rare exceptions of insanely big 3-way massacres around SMC (probably caused because game engine is not developed to take care of 200+ ppl in one small place). Now its laggy as hell even in 20 v 20 fights.
Before: 70 v 70 - no lags at all for 6 years
After: 20 v 20 - laggy as hell
//edit: noticed the kappa, but Im still not sure how you meant your post
totally agree with you.
My PoV is that condi spamming with Hot and PoF has been dramasticly increase. this increase imply more calculation from server's CPU than direct DPS => increase server lag. if you got both Condi/DPS/boon and healing spamming then everything will lag LUL
the WvW structure code has not been design to handle that much spamming from boon, healing and condi/dps spamming.
Not to forget the big Condi balance patch where they even increased the amount of condis you can vomit + the time how long they last. Extremely counterproductive who would have thought that.
@ArchonWing.9480 said:
No need. I can already tell you it's technical limitations, much like when anything doesn't work.
You have to remember that this game and its apologists always define themselves in what can't be done. If you want less laggy servers, that obviously means that you demand they build a fiber network straight to your house. If you want balance patches, that means you're a malcontent that wants daily updates. So if they do anything, you should be grateful k.
Technical limitations you say? ROFL, completely invalid and false argument.
The first 6 years of playing GW2 WvW were perfectly lag-free, with only very rare exceptions of insanely big 3-way massacres around SMC (probably caused because game engine is not developed to take care of 200+ ppl in one small place). Now its laggy as hell even in 20 v 20 fights.
Before: 70 v 70 - no lags at all for 6 years
After: 20 v 20 - laggy as hell
//edit: noticed the kappa, but Im still not sure how you meant your post
totally agree with you.
My PoV is that condi spamming with Hot and PoF has been dramasticly increase. this increase imply more calculation from server's CPU than direct DPS => increase server lag. if you got both Condi/DPS/boon and healing spamming then everything will lag LUL
the WvW structure code has not been design to handle that much spamming from boon, healing and condi/dps spamming.
Not to forget the big Condi balance patch where they even increased the amount of condis you can vomit + the time how long they last. Extremely counterproductive who would have thought that.
they totally broke their game and it still hasnt a real GvG system. (even Guild hall now arent very used ). Sad story for an MMO that has one of the best gameplay design (so smooth compared to many others mmo).
It is unacceptable that they bury their heads in the sand and pretend that all is well.
The part that truly boggles my mind about this is the fact that the player base is more than willing to work with the devs to help meet the needs. I've never seen such an occurrence in top budget games. The community just wants transparency about what is happening so we can know if we can help. If it's an amazon server issue, then great we can all rally behind that and start working together to get their attention. Money issue? There's been multiple good ideas for solving that. Heck there's even been ideas on fixing the coding of the game to minimize wear on the servers.
The fact is that there's many passionate players who have invested great time, effort, and money into this game mode that are fully willing to work alongside the devs to make a positive change that could benefit more than just this game mode. That's a golden egg right there. Like I've said before, I have never seen that kind of community support to make a fix happen in a triple A title like CoD for example.
Tonight there were only two groups fighting at the same time, I actually saw several of my skills go off on my bar. But I was frozen. Then time sped back up and I was dead and none of my skills went off. It's like the bad version of continuum split.
@Redponey.8352 said:
With what you said, i think you're a casual WvW(im not insulting) or you started WvW very recently.
Neither of the two is the case.
Because splitting pple across maps by adding more maps will create only PvE and less pvp interaction.
Moreover actually there is half of serves which are linked together and most of them during daytime there is not that many fights (not as before) so splitting pple and create more maps is one of the worst idea.
Aha. So going for a solution, which leads to groups of a size, where the AoEs, condis and boons cause the server to lag out is a BETTER solution than actually creating an environment, in which you can actually fight? Just the fight won't be 50+ vs 50+ vs 50+ but maybe only 40 vs 40 vs 40 or 30 vs 30. In those situations my experiences with group fights have been quite good.
Whereas the 50+ fights always end up with one or both sides going 1-1-1-1 all the time, because nothing else works. Clearly THAT is a great experience for everyone and no one here is crying because of that.
Well, I don't have to understand your reasoning. I do agree that my suggestion is not idea, it's an emergency fix for an emergency situation.
Fix bad gameplay design less spamming boon, heal and damage (condi/direct) will help a lot.
Yes, but this change will also mean facing an overall design change. Designers will have to come up with alternative mechanics to keep things interesting - otherwise you'd just end up with variations of 1-1-1-1 all the time, which is also not very interesting.
This design change would also have to be implemented across all game modes, thus possibly making it necessary to rebalance all PvE content. And that with a player base complaining about the cost in general and utterly opposed to the idea of a game going subscription base. I don't see how such an effort can be realistically financed.
"and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
-- H. P. Lovecraft - Celephais
Anyone notice more glitching due to bags from down players? I've noticed sometimes getting warped off the edge of things when I receive a bag because it pushes my character a couple of units over when I get a bag. Super annoying when combined with lag too because you can't quite tell if it was the lag and you didn't quite move correctly or if it was a bag that booped you off the edge of something you were standing on.
@MadBomber.3719 said:
game has been unplayable whenever there are 60+ people near each other which is basically every fight.
That is not the case with newer hardware. Besides, you are referring to client-sided lag, but this thread is about skill/action delays caused by server latency.
Oy! We're still getting massive server lag when playing in tier 1/2! How about an official anet announcement on the STILL ongoing issue of server lag instead of some half-donkeyed comment on it during a twitch stream?!?
WvW is not fair for everyone any longer. https://youtu.be/or_mmwWe_E8
I don't think going to buy next expansion unless this server unresponsiveness fixed.
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
gaggle - /ˈɡaɡ(ə)l/ - noun
A disorderly group of Asura. "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
You’re assuming the issue is the servers themselves.
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
You’re assuming the issue is the servers themselves.
We know it is since Anet has described the server skill queue not keeping up with the amount of players (hence their solution has been to reduce player counts).
This has nothing to do with prime time however. 50vs50 at 20:00 or 50vs50 at 03:00 is the same scenario for the skill queue.
gaggle - /ˈɡaɡ(ə)l/ - noun
A disorderly group of Asura. "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
You’re assuming the issue is the servers themselves.
We know it is since Anet has described the server skill queue not keeping up with the amount of players (hence their solution has been to reduce player counts).
This has nothing to do with prime time however. 50vs50 at 20:00 or 50vs50 at 03:00 is the same scenario for the skill queue.
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
You’re assuming the issue is the servers themselves.
We know it is since Anet has described the server skill queue not keeping up with the amount of players (hence their solution has been to reduce player counts).
This has nothing to do with prime time however. 50vs50 at 20:00 or 50vs50 at 03:00 is the same scenario for the skill queue.
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
You’re assuming the issue is the servers themselves.
We know it is since Anet has described the server skill queue not keeping up with the amount of players (hence their solution has been to reduce player counts).
This has nothing to do with prime time however. 50vs50 at 20:00 or 50vs50 at 03:00 is the same scenario for the skill queue.
Source?
...
It's not exactly obscure knowledge.
Then a source for that particular reason should be easy to provide.
@Cynz.9437 said:
+1
How do you know there is a zerg in map - your skills are not responding. Been like this for years :<
for me its only if i am nearby that happening. and at some (lately rare) occasions, all maps have odd lags for no reason. especially during reset/relink/prime
@Ayrilana.1396 they're correct there, this has been mentioned somewhere.
overall, the skill/lag and rubberbands overall have gotten more rare ... but yes, anet should just make the servers less potato. latest with steam release (should that ever come) they'll have to get more or better servers anyways.
@Cynz.9437 said:
+1
How do you know there is a zerg in map - your skills are not responding. Been like this for years :<
for me its only if i am nearby that happening. and at some (lately rare) occasions, all maps have odd lags for no reason. especially during reset/relink/prime
@Ayrilana.1396 they're correct there, this has been mentioned somewhere.
overall, the skill/lag and rubberbands overall have gotten more rare ... but yes, anet should just make the servers less potato. latest with steam release (should that ever come) they'll have to get more or better servers anyways.
I’ve been in zerg fights before with no skill lags or anything. I don’t recall ever seeing them give the reason that the poster had given. I’ve seen things that start as a lie or misinterpretation and spread around enough to be taken as if it were fact.
@Ayrilana.1396 said:
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
Thats not how server lag works.
You’re assuming the issue is the servers themselves.
We know it is since Anet has described the server skill queue not keeping up with the amount of players (hence their solution has been to reduce player counts).
This has nothing to do with prime time however. 50vs50 at 20:00 or 50vs50 at 03:00 is the same scenario for the skill queue.
Source?
...
It's not exactly obscure knowledge.
Then a source for that particular reason should be easy to provide.
If the search function worked on the old forums, yes.
Funny a software company needed two tries to make a working bulletin board, but that's Anet.
Comments
you know what skill lag is? its your lag getting lag. yeah, its that bad. calling it something else and normalizing it doesn't change how horrid it is.
te lazla otstara.
fingers crossed meta ~
remove all the condi, its obvious the server cannot handle all the complicated condi calculation in a zerg.
Due to the lack of skill lag in PvE, I have come to the conclusion that it's not the number of players & skills going off in the instance, it is the 2 way nature of calculations done in WvW which causes bottlenecks to become overwhelmed that causes the lag. Games like eve online solve this through something called "time dilation" where they slow down the game so the servers can catch up, but it can also be done by smartly designing the code to avoid bottlenecks.
I imagine the bottleneck in WvW battle calculation would be the damage done to player hp per tick, as this has more things that leads up to it and affecting it than anything else, like the calculation of condition durations or cordinate movement calculations etc. If this is the case, reducing the load (for example getting rid of "protection" or "vulnerability" buffs) or distributing that load would solve this issue, i.e. calculating the effects of your gear stats on map load or gear change instead of when damage occurs, thus increasing load times but reducing the necessary calculations at peak times.
Regardless, this investigation requires man hours and is a matter of if ANet decides to invest or not, which can be decided via the pushback they receive. So we should keep reporting as these lag spikes occur, and keep the issue visible.
I've had skill lag in PvE before. Not nearly as often as I see it in WvW, but in some of the big open world META events (especially the ones with a lot of NPCs) like Thunderhead peaks I have experienced it fairly often.
I was about to post about this same issue then saw this post. I have nothing to add the OP says it all. Please fix this Anet I was having fun in wvw until lag sickness set in and now logged out because its not fun anymore.
over a month and not even a "lol, sucks to be you wvw players" from Anet.
can you at least acknowledge the existence of this post?
yeah it'd be nice to have someone from Anet comment on this issue, it still hasn't gone away
Dear ANet employees, look. This is what backlash looks like. Here is exhibit A. This is how you lose the confidence of your customers. You promised more communication. You did not deliver.
The rubberbanding tonight was awful.
https://clips.twitch.tv/EnthusiasticGenerousPistachioTriHard
https://twitch.tv/crimson13neon/
Please talk to us Anet. Skill lag is basically unplayable at this point.
Hell if its a money issue, start a gofundme and ill donate, but no one can help unless you guys communicate with us.
For those who haven't paid attention, note that this thread has more views then THREE other WvW threads stickied by Anet.
I'm sure that when they reduce the map cap to lower than the target cap on siege (50) latency will disappear!
I'm the one running to the cannons right now...
According to their WvW stream last evening, they are looking into it, but I guess from their tone, that we're stuck with this issue for a while.
https://clips.twitch.tv/AverageLaconicClipzBigBrother
https://clips.twitch.tv/KindShinyBoarMau5
https://twitch.tv/crimson13neon/
So why it is not lagging on China servers, is map cap much lower there? I dont think so after looking at 3 way fight videos there.
Technical limitations you say? ROFL, completely invalid and false argument.
The first 6 years of playing GW2 WvW were perfectly lag-free, with only very rare exceptions of insanely big 3-way massacres around SMC (probably caused because game engine is not developed to take care of 200+ ppl in one small place). Now its laggy as hell even in 20 v 20 fights.
Before: 70 v 70 - no lags at all for 6 years
After: 20 v 20 - laggy as hell
Oh sure, technical limitations .... blatantly lying argument. (Or maybe trolling depreciating attempt, doesnt matter anyway)
//edit: noticed the kappa, but Im still not sure how you meant your post
I'm the same way in that my main interest is WvW. I can barely use the trading post in Lion's Arch, let alone attempt WvW lately.
I miss the WvW days during tournaments
Ok...
well....
tonight was about the worse lag I've ever seen in 8 years of playing this game....
people stutter stepping, skill lag, rubber banding...
if this game can't handle big fights anymore, there's no point to wvw...
if you keep this up till expansion time...
shakes head, no thanks.
^ Another derailing post - Anet
Perma stealth is needed to outrun zergs. - Thieves
/Stomps Mirage-Scourge-Warclaw, boon ball balance! - Anet
No expansion money as long as Mesmers are trash. - Me
can still tell when there are two groups fighting from outside a keep. Can't see them because they're on inner, but you can tell because your frames go call stuttery. Lag radar
Their Silence is so loud.
Bump.
Still laggy as ever, more guilds disband as anet continue to remain silent and provide no communication on the issue ruining the game.
[eA] Sakura | Anvil Rock
totally agree with you.
My PoV is that condi spamming with Hot and PoF has been dramasticly increase. this increase imply more calculation from server's CPU than direct DPS => increase server lag. if you got both Condi/DPS/boon and healing spamming then everything will lag LUL
the WvW structure code has not been design to handle that much spamming from boon, healing and condi/dps spamming.
The prolem is could be diminuishedif ANet stoped making classes that lead to overperformance with stack n spam.
Scourge bomb with quickness spam out of a stealth will desync and lag enemy since their clients data will get f* up on larger fights,
Scourge and firebrands are very awfull designed for what the game can handle... this 2 classes shoud be temporary removed lol, until better options/rework were found.
Game cant handle aoe spam... ANet keep enforcing it.
Sugestions:
-Perma alacrity is also something very very very strong cause it will affect what i talked above, my sugestiuon to this is give alacrity ONLY to chronos, and make the boost to alacrity hapens just once in a while.
-Remove Quickness from FB's.
-Scourges, class spam capabilities and barrier is a bit idiotic, cut their range or make the class sacrifice health like in Gw1.
Slayers [XD] NSP Guild
Yao Chen Herald/Ventari
Ying Wuxian Renegade/Demon
Just don't forget the problem is with SERVER LATENCY, not Server Latency IN WVW/PVP. PvE is VERY unplayable as well, even while soloing story instances. As I write this I'm trying my last resort reinstalling the entire game because I simply can't do anything in good sync, from skills firing 5s later after used to being unable to mount in the air...
I can't say my real ping because game's info is a liar. It shows me 180-200ms but I could swear it's way more than that.
That sounds like a local problem. I'm doing metas in SW, HoT and personal story with a new character. I hang out in populated places as well as empty ones and usually in PvE unless there are massive numbers of players on a limited area in a map, I don't experience lag. Neither skill lag, nor network lag.
In WvW the problem regularly occurs, usually when two big zergs are nearby; three way fights between big groups are basically always problematic. Sometimes (depending on zerg composition, tactical decisions and regarding actions) even 2-way fights are problematic.
If you can't address the problem as it currently is .... why don't we at least to solve the problem by:
"and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
-- H. P. Lovecraft - Celephais
With what you said, i think you're a casual WvW(im not insulting) or you started WvW very recently.
Because splitting pple across maps by adding more maps will create only PvE and less pvp interaction.
Moreover actually there is half of serves which are linked together and most of them during daytime there is not that many fights (not as before) so splitting pple and create more maps is one of the worst idea.
As start pple comes in WvW for the core gameplay fight and fun with community not for caping tower and getting pips/loots.
Your idea is just creating maps like the new one they add in PvE with LS.
As i said i think the issue is that Server cannot handle that ammount of calculation request from spamming boon/heal/dmg (condi and direct) because before we got much more player in WvW and it doesnt lag that much as now.
Fix bad gameplay design less spamming boon, heal and damage (condi/direct) will help a lot.
Not to forget the big Condi balance patch where they even increased the amount of condis you can vomit + the time how long they last. Extremely counterproductive who would have thought that.
they totally broke their game and it still hasnt a real GvG system. (even Guild hall now arent very used ). Sad story for an MMO that has one of the best gameplay design (so smooth compared to many others mmo).
It is unacceptable that they bury their heads in the sand and pretend that all is well.
Last time i tried wvw was unplayable, none of my skills was working left the map in 10 mins .
The part that truly boggles my mind about this is the fact that the player base is more than willing to work with the devs to help meet the needs. I've never seen such an occurrence in top budget games. The community just wants transparency about what is happening so we can know if we can help. If it's an amazon server issue, then great we can all rally behind that and start working together to get their attention. Money issue? There's been multiple good ideas for solving that. Heck there's even been ideas on fixing the coding of the game to minimize wear on the servers.
The fact is that there's many passionate players who have invested great time, effort, and money into this game mode that are fully willing to work alongside the devs to make a positive change that could benefit more than just this game mode. That's a golden egg right there. Like I've said before, I have never seen that kind of community support to make a fix happen in a triple A title like CoD for example.
Tonight there were only two groups fighting at the same time, I actually saw several of my skills go off on my bar. But I was frozen. Then time sped back up and I was dead and none of my skills went off. It's like the bad version of continuum split.
Neither of the two is the case.
Aha. So going for a solution, which leads to groups of a size, where the AoEs, condis and boons cause the server to lag out is a BETTER solution than actually creating an environment, in which you can actually fight? Just the fight won't be 50+ vs 50+ vs 50+ but maybe only 40 vs 40 vs 40 or 30 vs 30. In those situations my experiences with group fights have been quite good.
Whereas the 50+ fights always end up with one or both sides going 1-1-1-1 all the time, because nothing else works. Clearly THAT is a great experience for everyone and no one here is crying because of that.
Well, I don't have to understand your reasoning. I do agree that my suggestion is not idea, it's an emergency fix for an emergency situation.
Yes, but this change will also mean facing an overall design change. Designers will have to come up with alternative mechanics to keep things interesting - otherwise you'd just end up with variations of 1-1-1-1 all the time, which is also not very interesting.
This design change would also have to be implemented across all game modes, thus possibly making it necessary to rebalance all PvE content. And that with a player base complaining about the cost in general and utterly opposed to the idea of a game going subscription base. I don't see how such an effort can be realistically financed.
"and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy"
-- H. P. Lovecraft - Celephais
Anyone notice more glitching due to bags from down players? I've noticed sometimes getting warped off the edge of things when I receive a bag because it pushes my character a couple of units over when I get a bag. Super annoying when combined with lag too because you can't quite tell if it was the lag and you didn't quite move correctly or if it was a bag that booped you off the edge of something you were standing on.
A thread from months ago and not a single reply from ANet. This is what a dying MMO looks like.
PvE servers lag horribly too and anet expects to release this game on Steam + an expansion with servers lagging like this, lol.
This game will be review bombed off steam and valve will be forced to offer refunds if servers are this bad at steam release.
That is not the case with newer hardware. Besides, you are referring to client-sided lag, but this thread is about skill/action delays caused by server latency.
♀ Gallery: Guild Wars 1 Memories
No more LW episodes, only Expansions and Side Stories, please!
Oy! We're still getting massive server lag when playing in tier 1/2! How about an official anet announcement on the STILL ongoing issue of server lag instead of some half-donkeyed comment on it during a twitch stream?!?
Primetime is probably the worst time to play this game since the server is always trying to catchup #desyncwars!
Prime time is when the most people are using their internet so that's when there is likely to be congestion issues on the networks.
WvW is not fair for everyone any longer.
https://youtu.be/or_mmwWe_E8
I don't think going to buy next expansion unless this server unresponsiveness fixed.
Thats not how server lag works.
gaggle - /ˈɡaɡ(ə)l/ - noun
A disorderly group of Asura.
"The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"
+1
How do you know there is a zerg in map - your skills are not responding. Been like this for years :<
Meh~
You’re assuming the issue is the servers themselves.
We know it is since Anet has described the server skill queue not keeping up with the amount of players (hence their solution has been to reduce player counts).
This has nothing to do with prime time however. 50vs50 at 20:00 or 50vs50 at 03:00 is the same scenario for the skill queue.
gaggle - /ˈɡaɡ(ə)l/ - noun
A disorderly group of Asura.
"The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"
Source?
...
It's not exactly obscure knowledge.
[HUNT] the predatory instinct
Then a source for that particular reason should be easy to provide.
for me its only if i am nearby that happening. and at some (lately rare) occasions, all maps have odd lags for no reason. especially during reset/relink/prime
@Ayrilana.1396 they're correct there, this has been mentioned somewhere.
overall, the skill/lag and rubberbands overall have gotten more rare ... but yes, anet should just make the servers less potato. latest with steam release (should that ever come) they'll have to get more or better servers anyways.
I’ve been in zerg fights before with no skill lags or anything. I don’t recall ever seeing them give the reason that the poster had given. I’ve seen things that start as a lie or misinterpretation and spread around enough to be taken as if it were fact.
If the search function worked on the old forums, yes.
Funny a software company needed two tries to make a working bulletin board, but that's Anet.
[HUNT] the predatory instinct