Kickstarter: Upgrades Anet Servers !!!

Kickstarter: Upgrades Anet Servers !!!

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Posted by: PaulV.3245

PaulV.3245

It is widely known that skill lag (among other issues) exists due to anet servers stressing.
If they do not believe this, let them speak now.

To FIX this and have a better gaming environment, we must upgrade the servers.
Anet, being a business, will not/can not invest that money else they would have done it.

It is up to us players to fix it.

I propose a kickstarter initiative to once and for all fix this serious game issue.
If anet would proivde a $ value on what is required to upgrade their servers, we will try to meet that goal.

Win/Win

Anet spends ZERO dollars and upgrades their best game
We get the gameplay experience that we deserve.

What say you ?

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Posted by: Kurojin.3495

Kurojin.3495

I say I feed their families enough through use of the money grubbing cash shop.

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Posted by: Rissou.7213

Rissou.7213

Are you sure there is problem with the servers?

Maybe its the engine or something else that cannot be fixed.

Thief.

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Posted by: SmokeyNYY.7841

SmokeyNYY.7841

I would rather not pay for something that A-net should be paying for.

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Posted by: Ilesyt.7084

Ilesyt.7084

lol the servers will cost millions not just a few thousands, good luck with a kickstarter for that lol

Leader of Deus Ex Machina [DEX]
Ruins of Surmia

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Posted by: PaulV.3245

PaulV.3245

@ Ilesyt

How would you have the slightest clue how m,uch it would cost… plz

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Posted by: PaulV.3245

PaulV.3245

@ smokey

Agreed, but would you also like to play the game lag free for your contribution of 10 dollars ?

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Posted by: PaulV.3245

PaulV.3245

@ Rissou
Not sure, need anets input

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Posted by: Ilesyt.7084

Ilesyt.7084

@ Ilesyt

How would you have the slightest clue how m,uch it would cost… plz

Because I’m studying software engineering and Networks is part of that and servers at that capacity cost millions…

Leader of Deus Ex Machina [DEX]
Ruins of Surmia

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Posted by: Aberrant.6749

Aberrant.6749

If only a-net had made several million dollars on this game…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

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Posted by: Iruwen.3164

Iruwen.3164

They said they’re already using high-end servers iirc, and I believe that. They have to fix the code to reduce or balance CPU load, no hardware in existance could fix such an issue. Just like there’s currently no hardware that would give you a guaranteed 60FPS in huge WvW zergs, even if you had all the money in the world.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Professor Sensei.2941

Professor Sensei.2941

How about they just add more useless crap that everyone wants to the gem store, fix bugs, and don’t make new content (other than more gem store crap for money) so they can save up for new servers?

Professor Sensei – Thief
Everything Purple

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Posted by: Mona.4576

Mona.4576

kittenolololol

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Posted by: PaulV.3245

PaulV.3245

Any problem can be solved with the right knowledge and money

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Posted by: Parthis.2091

Parthis.2091

Any problem can be solved with the right knowledge and money

… only it’s not your problem to solve. It’s Anet’s. And before you throw money at a problem, you throw knowledge at it… and you can’t Kickstart knowledge, making this idea redundant.

So how about we stop with the stupid Kickstarter threads and let Anet’s engineers do their thing, in their time, to their servers to improve their game.

Commander Amayasu Gerani, Guardian.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory

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Posted by: Grav.3568

Grav.3568

No skill lag in my tier. Perhaps you should transfer down?

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Posted by: Under Web.2497

Under Web.2497

if Anet were capable of fixing the server/lag problem, i believe they would of done it before now BUT they are capable of doing temporary content – isn’t that good enough?

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Posted by: PaulV.3245

PaulV.3245

“So how about we stop with the stupid Kickstarter threads and let Anet’s engineers do their thing, in their time, to their servers to improve their game.”

You may do just that… others may try to help…

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Posted by: Syn.3459

Syn.3459

@ Ilesyt

How would you have the slightest clue how m,uch it would cost… plz

even at 1k each server, there’s 50 servers assuming they all run on there own dedicated one, that’s 50k a month

most packages are 3/6/12 months so at the very least you’re going to need to get 150k

that’s also assuming 1k is the price, which is extremely unlikley and also have you thought about what happens if you were to raise the 150k? that’s right, you have to do it all over again because anet aren’t going to pay up

i think i made a bit of a mistake as its 3 worlds on 1 server meaning it would only be 16 new servers they need, even still my point still holds

(edited by Syn.3459)

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Posted by: Ilesyt.7084

Ilesyt.7084

1k servers are crappiest and cheapest you can get lol

Leader of Deus Ex Machina [DEX]
Ruins of Surmia

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Posted by: rmBossa.4621

rmBossa.4621

Honestly they should bet on themselves and the product they made and invest resources to address these and other major issues.

If the foundation is good then the investment would be returned to them and more through increased customer loyalty and an expanding player base.

All over the game, veteran players have expressed a deep love of the mechanics but its the same story “not enough follow through” aka spvp game mechanics vs. the lack of content available to use it.

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Posted by: Pinko.2076

Pinko.2076

kickstarter: lower pop cap per server

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Posted by: Draygo.9473

Draygo.9473

Anets got the best server architecture for any MMO ive played.

Do you ever ask yourself – why are the servers up instantly after a patch?
Why is there no downtime?

When other mmo’s update their servers go down for the patch for several hours -not so with arenanet. They are doing something right here.

The answer is that arenanets servers are all virtual. This lets them transition people into new versions seamlessly, they have the new version run alongside the old version, as people log out of the old version and log back into the new version the resources the old version takes drops as the new version increases, until the old version expires (3 mins, unless it is an instance).

The problem is a hardware one and a software one, the problem is mainly a big O problem. The more people in an area doing the maximum amount of actions per second the more server resources that client will take. Huge fights have players spamming their keys and the server is receiving all that information and has to process it all in order. Eve online has similar problems when laaaarge numbers of players would crowd into one tiny spot for a huge fight. Before time dilation (TIDI) the server would be brought to a screeching halt and often just crash. We have a similar problem in gw2, but no TIDI to help the server process everything gracefully in order. So the anet engineers need to work on a solution – and it will be a combination of reducing the amount of cpu work that has to be done and beefing up the wvw server hardware.

Currently think of this when you damage another player the following must be done

Skill base damage increased by your power times the power coefficient for the skill multiply by a random factor, roll to see if it crits, if it crits multiply by the critical damage stat, apply any on hit effects, apply any on crit effects, then calculate damage received by reducing by toughness, check boons for protection and reduce more, does the enemy block it? does it miss? does something else happen to it? (reduce to 0, transfer to pet?). Finally reduce health of target hit by damage, if target is below 0, put in downstate, if already in downstate set to defeated. display information to client hit and client hitting.

From what I estimate there is a lot of calculation going on for a single hit, siege hits are simplified as only wvw traits modify the damage side of the equasion, which is probably why they can up the aoe cap for siege.

Open this: http://www.gdcvault.com/play/1016640/Guild-Wars-2-Programming-the
then click servers.

Delarme
Apathy Inc [Ai]

(edited by Draygo.9473)

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Posted by: Shiren.9532

Shiren.9532

Use your money to transfer to a lower tier server. The zerg fights still take place, just with less people. You occasionally get lag but for the most party everything is fine. In tier’s one and two you get a lot of laggy fights where nothing works for the duration of the fight, but in the lower tiers it’s not really an issue.

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Posted by: Lead.1784

Lead.1784

Anets got the best server architecture for any MMO ive played.

Do you ever ask yourself – why are the servers up instantly after a patch?
Why is there no downtime?

When other mmo’s update their servers go down for the patch for several hours -not so with arenanet. They are doing something right here.

The answer is that arenanets servers are all virtual. This lets them transition people into new versions seamlessly, they have the new version run alongside the old version, as people log out of the old version and log back into the new version the resources the old version takes drops as the new version increases, until the old version expires (3 mins, unless it is an instance).

The problem is a hardware one and a software one, the problem is mainly a big O problem. The more people in an area doing the maximum amount of actions per second the more server resources that client will take. Huge fights have players spamming their keys and the server is receiving all that information and has to process it all in order. Eve online has similar problems when laaaarge numbers of players would crowd into one tiny spot for a huge fight. Before time dilation (TIDI) the server would be brought to a screeching halt and often just crash. We have a similar problem in gw2, but no TIDI to help the server process everything gracefully in order. So the anet engineers need to work on a solution – and it will be a combination of reducing the amount of cpu work that has to be done and beefing up the wvw server hardware.

Currently think of this when you damage another player the following must be done

Skill base damage increased by your power times the power coefficient for the skill multiply by a random factor, roll to see if it crits, if it crits multiply by the critical damage stat, apply any on hit effects, apply any on crit effects, then calculate damage received by reducing by toughness, check boons for protection and reduce more, does the enemy block it? does it miss? does something else happen to it? (reduce to 0, transfer to pet?). Finally reduce health of target hit by damage, if target is below 0, put in downstate, if already in downstate set to defeated. display information to client hit and client hitting.

From what I estimate there is a lot of calculation going on for a single hit, siege hits are simplified as only wvw traits modify the damage side of the equasion, which is probably why they can up the aoe cap for siege.

Open this: http://www.gdcvault.com/play/1016640/Guild-Wars-2-Programming-the
then click servers.

The only thing is that in EVE, you could have thousands of people in one system and THAT is when the TiDi really starts to kick in. We are talking less than 300 people here (around 80 a side in a bl) and in EVE especially, this was never a problem on the scale we are seeing. Not only that but there are way more calculations going on at any given moment server-side in even a normal battle in EVE than there could possibly be going onin GW2, transversals, turret rotation speeds, velocities, explosion velocity from missles, DRONES etc. The list goes on and on. There is a deeper issue going on here and I imagine it is a software one, and includes the virtualization element, which can’t be helping. Here is an example where time dilation does NOT occur in EVE until the battle escalates from abou 300-400 to around 2800 people, where it jumps to about 50%, then eventually goes to about 90%. This was recent, too. TiDi is indicated by a green ring on the top left next to the system name, and begins when forces from both sides begin to jump in en-masse.

http://www.youtube.com/watch?annotation_id=annotation_498260&feature=iv&src_vid=yTQHv0FrgrE&v=TLqb-m1ZZUA

This was even in a low-priority node….. honestly there is no excuse this far into the game’s life.

[IRON]Opy-Necromancer/Warrior
Sanctum of Rall

(edited by Lead.1784)

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Posted by: morrolan.9608

morrolan.9608

I would rather not pay for something that A-net should be paying for.

This, especially with the way they rip money off people through the cash shop , RNG etc.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: Ghanto.9784

Ghanto.9784

lol the servers will cost millions not just a few thousands, good luck with a kickstarter for that lol

I don’t know if upgraded or new servers is the answer, but no, it would NOT cost millions.

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Posted by: Gathslan.1870

Gathslan.1870

What servers are still having skill lag? I havent had any for many weeks now.. im playing on piken square.

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Posted by: Rissou.7213

Rissou.7213

What servers are still having skill lag? I havent had any for many weeks now.. im playing on piken square.

lol…

I play on Piken Square too, and I have lag everyday because of big fights in stonemist, eternal battleground.

And that is skill delay lag, for everyone on the map.

Thief.

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Posted by: Yaro.3251

Yaro.3251

there are way more calculations going on at any given moment server-side in even a normal battle in EVE than there could possibly be going onin GW2

I wouldn’t be quick to state that peremptorily.

Of course I didn’t play EVE so what do I know, but from the looks of battle dynamics in the video you’ve referred to… Man, if players in GW2 were mowing THAT slooooow (not absolute speed but maneuvers relative to fight sphere), I think GW2 servers would run at 10% load max. Character movement is so erratic, dynamic and unpredictable compared to these space ships, so it adds a lot of complexity and CPU load. Overall, GW2 battles look much more dynamic and loaded with movement, skill and ground AoE interactions than what I can see in EVE videos.

And from the looks of it the problem is not with throwing more hardware at the problem, but rather software architecture limitations.

Again, not stating anything firmly here, just an opinion…

I wonder if TiDi-like solution would work in a game like GW2. Would be interesting to see time slowing down just a little when battles become HUGE. Like that spacing out feeling and slomos in movies. But that of course wouldn’t work if slowdown is noticeable since it would have to be global to map at least. Or would it?..

Team Aggression [TA] – Golden Horde [GH]

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Posted by: Visiroth.5914

Visiroth.5914

kickstarter: lower pop cap per server

They have done this before, and people were still experiencing lag in SMC battles.

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Posted by: declan.3968

declan.3968

What say you ?

why not put your money towards camelot unreleased , would be better.

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Posted by: Niim.9260

Niim.9260

I think it would be easier if we just stopped running around in balls of 50+ people. A 30v30 battles is still pretty epic, just no lag.

~ AoN ~

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Posted by: Kai.9182

Kai.9182

Won’t do any good, they will just hire more artists and make town clothes for the gem store.

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Posted by: DeWolfe.2174

DeWolfe.2174

Wait… just throw money at a wealthy company? They can spend the money, they are choosing not to. That’s a big difference right there.

[AwM] of Jade Quarry.

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Posted by: Odaman.8359

Odaman.8359

I doubt they’d take it even if you did do it. Not that it’s a good idea.

Odaman 80 Mesmer
Maguuma

(edited by Odaman.8359)

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Posted by: JemL.3501

JemL.3501

Dear OP you are so wrong on so many levels.

I took an arrow to the knee

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Posted by: Lead.1784

Lead.1784

there are way more calculations going on at any given moment server-side in even a normal battle in EVE than there could possibly be going onin GW2

I wouldn’t be quick to state that peremptorily.

Of course I didn’t play EVE so what do I know, but from the looks of battle dynamics in the video you’ve referred to… Man, if players in GW2 were mowing THAT slooooow (not absolute speed but maneuvers relative to fight sphere), I think GW2 servers would run at 10% load max. Character movement is so erratic, dynamic and unpredictable compared to these space ships, so it adds a lot of complexity and CPU load. Overall, GW2 battles look much more dynamic and loaded with movement, skill and ground AoE interactions than what I can see in EVE videos.

And from the looks of it the problem is not with throwing more hardware at the problem, but rather software architecture limitations.

Again, not stating anything firmly here, just an opinion…

I wonder if TiDi-like solution would work in a game like GW2. Would be interesting to see time slowing down just a little when battles become HUGE. Like that spacing out feeling and slomos in movies. But that of course wouldn’t work if slowdown is noticeable since it would have to be global to map at least. Or would it?..

I wonder if it would work, as well. Also, there is definitely more going on in an EVE battle, those big blobs are very uncharacteristic and most fights are skirmishes with smaller ships that move very quickly. The ships in that battle are absurdly large, most fights aren’t between cap fleets. Ill explain why there is so much going on here. Basically lets take for example one type of weapon in eve. A railgun. In eve, in the simplest terms to determine if you even are hit, it calculates the transversal (look it up) and the actual rotation speed of your turrets on your ship. The smaller the turret (usually based on ship size) the more likely you can hit a fast moving ship, this ALSO depends on your maneuvering. If you are spinning the wrong way it can actually make it harder for your turrets to hit. But basically this can allow you in a smaller ship to orbit a larger one while it is impossible to be hit by their weapons. This is just one type of weapon. Missiles even have an explosion velocity when they hit that you can literally outrun in smaller ships. In comparison in GW2 it is basically, are you in an AOE sphere (yes, it is a sphere.) or not? Did someone target you and fire a projectile? You can dodge, and yes it tracks it but that is client side for sure. There are a lot of AoE interactions in eve they are just lightly used in blob warfare like that. They even describe the “firewall” group they have. The other thing too are a main weapon of EvE the drone. This is an AI unit that your deploy and it reacts to your orders and orbits and attacks ships you designate. You can have a ridiculous amount of those in many fights, and especially in those big fights like the video. Many of the huge ships in there were Carriers, which are designed to carry drones. Honestly, GW2 just has issues with the software side of things. You do bring up a good point about the movement, the stuff that is managed by the client is unaffected by “skill lag”, namely, movement. I believe that more stuff is done client side in EvE and they figured out a way to make it work. I am not sure about that though. It would make sense though since it is such a lag-free experience most of the time. We are talking about the same number of players here too. At least as far as lag goes.

[IRON]Opy-Necromancer/Warrior
Sanctum of Rall

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Posted by: Aneirin Cadwall.9126

Aneirin Cadwall.9126

The internet’s infrastructure can only handle so much. It isn’t ANet’s servers. -_-

Men who achieve some power desire more until they destroy themselves trying to get it.—Turai Ossa
Sanctum of Rall since beta 3. Mesmer since 1070 AE

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Posted by: Eliandal.8735

Eliandal.8735

The internet’s infrastructure can only handle so much. It isn’t ANet’s servers. -_-

Neither of these are factors. It’s the engine!

Cuthache | Ranger
OTG!
Yak’s Bend!

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Posted by: Zedd.8239

Zedd.8239

Won’t do any good, they will just hire more artists and make town clothes for the gem store.

What do artists and the gem store have to do with server lag? Oh that’s right. Nothing whatsoever. This, along with many other comments in this thread, are incredibly out of touch with how software development actually works and the limitations that exist in reality.

Artists designing items for the gem store or other content for the game has no impact on network programming or engine programming. They’re different parts of the team. Like with culling, this isn’t a simple issue that merely requires people throwing money at it. It requires a lot of time and resources to fix. The network programming for this game is incredibly complex.

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Posted by: Syn.3459

Syn.3459

Won’t do any good, they will just hire more artists and make town clothes for the gem store.

What do artists and the gem store have to do with server lag? Oh that’s right. Nothing whatsoever. This, along with many other comments in this thread, are incredibly out of touch with how software development actually works and the limitations that exist in reality.
.

the joke went way over your head

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Posted by: Malyck.1930

Malyck.1930

lol the servers will cost millions not just a few thousands, good luck with a kickstarter for that lol

Well Mark Jacobs just raised 2.2 million on Kickstarter for his new Camelot Unchained MMO.

http://www.kickstarter.com/projects/13861848/camelot-unchained

Malykx – Warrior
Sanctum of Rall

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Posted by: Wanderer.3248

Wanderer.3248

lol the servers will cost millions not just a few thousands, good luck with a kickstarter for that lol

Well Mark Jacobs just raised 2.2 million on Kickstarter for his new Camelot Unchained MMO.

http://www.kickstarter.com/projects/13861848/camelot-unchained

Isn’t that the guy who lost EA over $1 billion with Warhammer?

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Posted by: Lead.1784

Lead.1784

Won’t do any good, they will just hire more artists and make town clothes for the gem store.

What do artists and the gem store have to do with server lag? Oh that’s right. Nothing whatsoever. This, along with many other comments in this thread, are incredibly out of touch with how software development actually works and the limitations that exist in reality.

Artists designing items for the gem store or other content for the game has no impact on network programming or engine programming. They’re different parts of the team. Like with culling, this isn’t a simple issue that merely requires people throwing money at it. It requires a lot of time and resources to fix. The network programming for this game is incredibly complex.

Yes, and it is sub-par.

[IRON]Opy-Necromancer/Warrior
Sanctum of Rall

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Posted by: LetoII.3782

LetoII.3782

I’d flip em a benjamin for this.
Don’t care much whos job it is. Want my game workin good.

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Posted by: daweed.6520

daweed.6520

Not in a million years.

Anet has sold millions of copies, made millions of $$ and has failed to deliver what was promised to their clients. Giving them more money to sort out an issue they have already been paid for to sort out, just encourages that sort of behaviour.

The correct move would be a community wide embargo to anything that has to do with the cash shop. When the tap runs dry, they’ll seek out the plumber.

RoS Eng/Guard/War/Thief/Mesm
" I don’t discriminate. I hate all of you equally…"

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Posted by: Atoss.1056

Atoss.1056

Maybe you should contact with NASA instead of kickstarter :P

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Posted by: Jewel.1457

Jewel.1457

Neither of these are factors. It’s the engine!

This. Gw2 is built on a modified gw1 engine, and think of all the limitations on players and many other things it has.
Like another said, wait for Camelot Unchained

Gamey Blog: Healing the Masses - with the soul of thine enemy
Eriena of JQ-warrior forever

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Posted by: Orion.9075

Orion.9075

I’m pretty sure that Anet makes enough money they can upgrade their own kitten servers.