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Getting tired of lag in WvW, unplayable


Draco.9480

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@"VAHNeunzehnsechundsiebzig.3618" said:try channeling meteor shower 5x in a row and it just times out every single time doing nothing. Great fun.

It is also always worse when a festival is going on.

Lets just be honest: ANET is your networking code on your server side as single threaded as the game client? That would basically explain EVERYTHING.

No, it's not single threaded, and no, it's not networking code.

You can have 3 map queues on a map, and be just fine without lag, but once they start fighting, such as 3 ways in SMC, the server just cant keep up. Part of this is how the backend code handles everything, but also how much HW are you willing to pay to be dedicated to the game?

The reason its only when the zergs are doing something, such as fighting each other is because it's all math that has to be crunched in real time, and lots of it. Say one person casts an aoe into the other zerg, it has to crunch, where is that aoe, how big is the radius, who is inside that radius, is there more people inside than the aoe cap of said skill? Who does it hit if it is? Does he have weakness on him? What is his power and condi amounts? Do they have any ruins, dmg or condi modifiers, food, buffs? Are the people being hit light/medium/heavy armor? What amount of armor do they have? how much does that reduce the aoe attack? Do they have protection, blocks etc etc? The list goes on and on, and the same applies to heals, how much base? How much healing power added? Are they poisoned? etc etc. And that is times every player and times every skill being cast on that map.

All of that is math that the server has to crunch, and that is just for players, not NPCs or structures etc and it's all in a concentrated area that is happening all at once.

Add into that but anet is probably going to have a cap on logical processors that can be assigned to a given map (instance), along with whatever diminishing returns you have from that as well, which would be coding optimization or limitations.

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number crunching is actually what computers were made for. And 150 people doing something results in what? 10000? 100000 equatations to be solved? Make it a million. Per second. Or 10 Million. And be generous and say it is floating point math. Because reasons. On CPUs that do 100GFLOPS without being pushed to hard? See the difference?

But all the stuff has to come in from the network and go out into the network.

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@SLOTH.5231 said:

@"phokus.8934" said:

Now if ANet managed all of the nodes between every play and Amazon's servers then sure, it'd be on "Anets end" but they do not.

I was referring to whoever Anet pays for there server hosting. It’s up to them to get the word out to there third party if people are experiencing issues so generally it does fall back into Anets hands till it gets resolved.

It is Amazon cloud and Arena.NET can set how much CPU time they get at maximum . They can even make a schedule for the maximum. In the end its is obvious some one lowered the maximum to cut costs. (see also https://en-forum.guildwars2.com/discussion/22554/amazon-web-services-is-ruining-the-game-for-over-seas-players )

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@"VAHNeunzehnsechundsiebzig.3618" said:number crunching is actually what computers were made for. And 150 people doing something results in what? 10000? 100000 equatations to be solved? Make it a million. Per second. Or 10 Million. And be generous and say it is floating point math. Because reasons. On CPUs that do 100GFLOPS without being pushed to hard? See the difference?

But all the stuff has to come in from the network and go out into the network.

This is way over simplified on how a CPU and it's interactions to memory subsystems and back end frame work functions. Not even getting into the process it self and if it can be parallelized at all without extra (most of the time significant) synchronization overhead. How many FLOPS a CPU and do at a time is a pure synthetic benchmark that often has no real world relation to how it performs in a given application. Nor does it consider what sorts of instruction sets are being used or integer operations which are always required for load/store operations.

However, those operations are done within the server, not over the network that is connected to the end client, so no, "all the stuff" does not go in and out of the network. Huge amounts of data can be executed client side and server side with only KB's worth of data being sent back and forth between the two.

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Anet has always had garbage servers from day 1 for wvw. I do not think anet could foresee the potential lag issues with so many players or they were just winging it to see what would happen, a bit like most projects Anet do for wvw. Where Anet went wrong is they never fixed the problem despite sooooo many countless complaints over the years from wvw players. But the recent lag is soo much worst for EU across all the servers and not just for 3 way blob fights. Its the type of "lag" that rubberbands you, instead of the occasional lag spike but the rubberbanding continues for the entire fight even after it and sometimes with no fight. Before you may get rubberbanding but only for a few minutes and then it would catch up and go back to normal. Also before we would get skill lag but sometimes we get no skills working, people even complaining about dodge and 111 not even working which was not the case in the past with "normal skill lag".

I think I read somewhere the servers for EU have been "downgraded", something to do with letting Amazon handle the servers now but dont know the full details on that. So maybe EU players have to connect even further away but the flip side is NA servers will get a more stable connection or not. It probably explains why most of the complaints are coming from EU players. Anet knows this but they will handle it like everything related to wvw by doing nothing. Nothing because the company is clearly downscaling everything to save money (layoffs), next server quality and with broken promises for wvw. In all honesty at this point in the game, over so many years old school players do not really expect anything different from anet but always hope for change.

I guess the best way to look at the entire situation is Anet is like a shop that is having a closing down sale. The difference is the closing down sale has been going on for years and the shop (Anet) will not close down because it still has loyal customers that keep its profits just above to keep it in business. But the shop has to make layoffs to good staff members and sacrifice quality to give what the masses want to stay a float. Usually a product that is more expensive than its worth and the customer looses interest in fast and leaves the customer wanting more of that shallow instance gratification to throw a credit card at (Cash Cow).

I would like my mind to be changed though.

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Reset EU Yesterday unplayable .. not even 3-way but lagging as hell @ 2-way fights (maybe 60 vs 60) allready ... gg Anet .. WHY IGNORING ALL THE POSTS ABOUT LAGS .. screw u clowns -.- .. at least they should have the grit to tell people that they won´t do anything about it bcz they are told to only feed PvE needs or whatever reazons...Maybe this could help some players stop playing :D

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@primatos.5413 said:Reset EU Yesterday unplayable .. not even 3-way but lagging as hell @ 2-way fights (maybe 60 vs 60) allready ... gg Anet .. WHY IGNORING ALL THE POSTS ABOUT LAGS .. screw u clowns -.- .. at least they should have the grit to tell people that they won´t do anything about it bcz they are told to only feed PvE needs or whatever reazons...Maybe this could help some players stop playing :DIndeed it was insane in the EU UW/GH/BB matchup yesterday (blue bl). Its been a long time since I've seen lag like that. Not only did the skill queue collapse, but movement as well. It's usually only the first bit. The only fun moments was when it was trying to catch up and instead of doing a slow as kitten autoattack every... 2s or something... it did 5 autoattacks within 1s.

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