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Posted by: DeceiverX.8361

DeceiverX.8361

But it may be wise to look into some code optimizations or server infrastructure for WvW performance improvements. Or, more preferably, remove the procs from many abilities to reduce server load.

Anyone who played in T1 NA tonight for the fight for BG garri knows what I’m talking about lol. 10-15s skill lag for a good 40 minutes just because of the fights and then the subsequent several minutes of everything going at 3x speed server-side after the fights died down due to the servers trying to compensate for the delays (this was hilariously busted and is why I’m making this thread) indicates we’re not quite there yet when it comes to WvW’s performance handling large loads.

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Posted by: Eval.2371

Eval.2371

Was also in that fight. It was pretty nuts, I remember at one point it had to been a good 20 seconds waiting for my heal to go off. You could tell all sides were just reduced to 1 spaming and praying to hit things and praying other people were not on top of them.

When that keep finally fell and the 3 groups went separate ways, oh man that was funny. Things were busted for a good whole 10 minutes while the server seemed to overcompensate or just not validate. I’ve never seen initiative costs & cool downs just not exist, or auto attack chains as quick as one whole attack. It was like URF for gw2.

[Cya] TC Roamer/Scout
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.

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Posted by: Xenesis.6389

Xenesis.6389

It’s not just happening in t1, it’s happening in any area that has a ton of players, especially if there’s a fight involving all 3 sides. Smc is usually a good place to find it.

I just wanna blame all the conditions and boons flying around for this. XD

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill

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Posted by: Neftex.7594

Neftex.7594

im from eu and i dont understand whats happening with their servers

one day it can handle 2 60 man blobs fighting and few days later theres skill lag in 30v30

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Posted by: Skynet.7201

Skynet.7201

Getting it heavy in T2 also.

Pretty sure we’ve been asking for this to be prioritized for quite some time now.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

It comes in waves and I’ve been experiencing it on FA more frequently than normal since last week.

It’s most noticeable when I’m trying to use Ranger GS skill #3, Swoop. Because it’s a clunky skill to begin with that doesn’t always feel very fluent unless you’re on perfectly flat ground, the lag really becomes apparent when I try to cover some ground with this skill. I’ll have a half second, sometimes a full second delay before it fully goes off or it’ll feel like it didn’t take me as far as it should have.

Of course it happens with any skill on any profession, I just mean that this particular skill is a very good indicator that some skill lag is happening if it’s not quite enough to be sure. You know the lag where you think hm, is that delay or was that my imagination? That kind, lol.

Anyway yes, it has definitely been happening a lot lately and it’s very noticeable. I completely understand if there are 3 whole servers fighting in one small area that there might be some lag but when I’m all by myself with no one near me and large scale fights are effecting me across the map, something is probably wrong. Seems like any time I see orange swords pop up, I start to get some skill delay even if I’m no where near the battle.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: meltdown.5870

meltdown.5870

in desolation i have no problems with lags even if theres 100+ peeps fighting …just saying

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Posted by: Aeolus.3615

Aeolus.3615

They need to reduce the AOE/Cleave spamming, and then make some long aoe CD skilsl stronger to cover that,probably get also from 5 to 7 targets.

All the aoe+clevaes+condis calculation procs, with easy spam really rekts the game, i would apreciate more single targeted skills, less server load, and better fights.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Aury.1367

Aury.1367

The speed up is just insane. I was autohitting a 7man group with my rev on hammer, they went down in like 3 second. they couldnt even do kitten. Its ridiculous. LIke 3-4 Hammers flew around per second. Cmon Anet, stop using potatoe servers.

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Posted by: Sylvyn.4750

Sylvyn.4750

It’s the incoming LS3 bloatware…

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Posted by: DeceiverX.8361

DeceiverX.8361

The speed up is just insane. I was autohitting a 7man group with my rev on hammer, they went down in like 3 second. they couldnt even do kitten. Its ridiculous. LIke 3-4 Hammers flew around per second. Cmon Anet, stop using potatoe servers.

I was on ranger. Let me tell you, rapid fire was more along the lines of instant-fire lol. Thieves were recovering 3 initiative per second. Was just totally bonkers and probably worse than the lag itself.

Though as some posters reporting issues have said about regarding 1-2 seconds, which is whatever under heavy loads if it happens occasionally, the skill lag last night in the T1 fight was more along the lines of 10-15 seconds/not casting altogether – I’ve never seen it as bad as it was such that I think the subsequent speedup came from the system clock itself slowing down from either backup or heat from the strain.

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Posted by: Pompeia.5483

Pompeia.5483

This sounds like an excellent way to crush the ridiculous blob’s and the bad tendency for them to form. Smaller groups, go go~~

;)

Amanda Corsiva – Revenant && Katereyna – Chillomancer
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Posted by: gennyt.3428

gennyt.3428

The combat was made for 5v5. Don’t expect sweeping ch-ch-changes. Also brace yourselves for more direct damage and condi tick calculations from the deployable siege <3

Whispers with meat.

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Posted by: perseco.8321

perseco.8321

Hopefully some of this is alleviated if they nerf the condi and boonshare cancer, though they more than likely need to upgrade their server hardware as well. That said, code optimization is not as simple as many might perceive it to be. Ensuring calculations are made in the correct order remains among top priorities for such a goal, and when you are dealing with something that is static (like the order of damage calculations), it can be difficult to find ways to optimize it beyond what you’ve already done.

What it really boils down to, though, is that they are receiving numerous inputs from numerous clients at different speeds/latencies. The server hardware must have the necessary I/O, processing power, and bandwidth to handle all of this going on at the same time. It’s not an easy feat, given the amount of data they are handling while all of this is going on.