Suggestion for dealing with skill lag.
How to solve skill lag:
-destroy blob meta
Done.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
http://wiki.eveonline.com/en/wiki/Time_Dilation
Slowing down time seems interesting, but how would it work for everyone else who was not involved in the main battle? For example, if there was a big clusterkitten in SM and I was scouting Mendon then my time would be slowed down? That seems odd :P
Skill lag is not based on the client’s hardware, it’s based on the server’s hardware. The way to fix skill lag is for ANet to buy more/better servers.
Skill lag is not based on the client’s hardware, it’s based on the server’s hardware. The way to fix skill lag is for ANet to buy more/better servers.
Or for ANET servers to have less simultaneous calculations to perform which could be achieved by lowering the WvW map population caps or finding ways to strongly dis-incentivize clustering together of players on a map.
Xyleia Luxuria / Sweet Little Agony / Morning Glory Wine / Precious Illusionz /
Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .
Skill lag is not based on the client’s hardware, it’s based on the server’s hardware. The way to fix skill lag is for ANet to buy more/better servers.
Or for ANET servers to have less simultaneous calculations to perform which could be achieved by lowering the WvW map population caps or finding ways to strongly dis-incentivize clustering together of players on a map.
I have been saying this for months, lowering the WVW population caps is the easiest and most cost effective way to deal with skill lag.
Skill lag is not based on the client’s hardware, it’s based on the server’s hardware. The way to fix skill lag is for ANet to buy more/better servers.
Or for ANET servers to have less simultaneous calculations to perform which could be achieved by lowering the WvW map population caps or finding ways to strongly dis-incentivize clustering together of players on a map.
WvW is a poorly designed game mode. They wanted to have really large scale fights, which would work fine if the servers could handle it. The servers clearly couldn’t handle it, but they pushed this design through anyway, instead of redesigning the game mode to compensate for their poor servers.
The sad thing is, in WvW’s current state, this really is a “throw money at it” problem.
I have been saying this for months, lowering the WVW population caps is the easiest and most cost effective way to deal with skill lag.
The drawbacks of reducing the map cap are much worse.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
I have been saying this for months, lowering the WVW population caps is the easiest and most cost effective way to deal with skill lag.
The drawbacks of reducing the map cap are much worse.
Explain?
I have been saying this for months, lowering the WVW population caps is the easiest and most cost effective way to deal with skill lag.
The drawbacks of reducing the map cap are much worse.
Explain?
Lower map cap means a exponential increase in queques.
Which means destroying servers communities by forcing players to transfer away due to this.
That’s much worse than the problem, especially considered we’re talking about efforts that goes further than mere game, like websites/public voip (like TS) for wvw/scheduling raids, organizing guilds, weekly meetings to talk and sort out any issue in the server community….
And all of this should be destroyed cause Anet can’t sort out lag and discourage blobbing?
No thanks.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
—Snipped well explained reasoning —
No thanks.
Spot on – capping would impact Server community – the pressure on WvW focused Guilds to switch servers would increase exponentially. Furthermore, server-switching only moves the problem from server to server since the WvW population is fairly constant now (I would guess). That would then start a call for more servers to cater to the queuing problem.
The only cost effective way to deal with the Skill lag is to improve the server hardware to cope with with the issue if code optimisation proves to be impossible for Anet’s developers!
(I have to know! In WvW, do Legendary NPCs drop Legendary loot?)
Add more maps and lower Pop per map.
Skill lag is not based on the client’s hardware, it’s based on the server’s hardware. The way to fix skill lag is for ANet to buy more/better servers.
Or for ANET servers to have less simultaneous calculations to perform which could be achieved by lowering the WvW map population caps or finding ways to strongly dis-incentivize clustering together of players on a map.
I have been saying this for months, lowering the WVW population caps is the easiest and most cost effective way to deal with skill lag.
It wouldn’t work. Skill lag happens even when only 2 servers clash with big numbers. This means that even if you cut down the population by 33% (remove a server) it would not change a thing. 50-66% cut may give some results but that is a big cut. Where do you propose the rest of the people who want to play would go, 8 hour long queues? :P
Shift from DX9 to DX11.
its 2013 Anet, T_T
Shift from DX9 to DX11.
its 2013 Anet, T_T
Yup – that would work: kill the game for all those players with non-DX11 Graphics cards and the map queues will shrink immediately.
(I have to know! In WvW, do Legendary NPCs drop Legendary loot?)
First off, im sure everyone agree’s something needs to be done. When zergs clakitten becomes a contest of who has the better machine. Not everyone can afford to put together a kick kitten computer, some of us have bills to pay and enjoy things like indoor living and running water. Anyways, I’ve noticed a system used in another mmo i play and would like to see something similar implemented. The Time dilation system from Eve online would solve a lot of problems with skill lag but might be difficult to put in.
I stopped reading this thread when it became obvious that the OP thinks client side hardware is what causes skill lag.
Stormbluff Isle [AoD]
ArenaNet cannot do anything about the lag. I’m not kidding. This engine is not fit for mass players. We all have to suck it up and deal with it.
ArenaNet is full of great ideas. Implementing them, on the other hand, is not this company’s strong area.
Besides 4 teams working on temp-content to them is FAR more important.
Anet the skill lag is REALLY an issue when you have stacks of conditions and you cant launch your cleanse nor heal : you are just standing until down states !!!! Give signet with passive cleanse if you cant fix skill lag.