The laggy servers in WvW

The laggy servers in WvW

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Posted by: Vash.9183

Vash.9183

You downgraded the servers, didn’t you? We are getting server lag (skill lag) when just TWO zergs fight in a tower or something. You wouldn’t have ever seen that before… In the recent past, you would only see server lag/skill lag if THREE servers were fighting with full blobs, and even then you normally only saw the skill lag if those three servers were fighting in Stonemist Castle on Eternal Battlegrounds.

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Mithril Footman
Ultimate Dominator

(edited by Vash.9183)

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Posted by: DemonSeed.3528

DemonSeed.3528

I have been getting terrible lag the past two days [on top of the bad lag that’s been going on for weeeks but it’s just really bad now, the spikes]

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Posted by: Shazmataz.1423

Shazmataz.1423

Yup, somethings changed in the last few days the lag and skill lag is terrible. It used to only be for SMC fights but now it’s everywhere

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Posted by: Kovu.7560

Kovu.7560

I’ve seen a fair amount of lag on the green map in T2 (JQ this week) since reset. Not really sure what that’s about. I solve the problem well enough by not playing on the map.

~ Kovu

Charr Ranger, Necromancer, Thief
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]

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Posted by: Struct.7453

Struct.7453

+1 been having this problem for years now.

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Posted by: Rambitshouse.8712

Rambitshouse.8712

The lag is back for me this week particularly. Big fights will always be an issue, but I’m just running to north camp with no zergs around and the game looks like it can’t keep up or something.

Dtox

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Posted by: Deemo.6094

Deemo.6094

its not a downgrade….. Servers are having to do more calculations than ever before. Condition stacks, sigil/rune procs, boon duration effect and removals, stablilty etc etc etc

Persistence overcomes resistance. In the end, all things you work for can be yours, except in gw2.

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Posted by: Vash.9183

Vash.9183

its not a downgrade….. Servers are having to do more calculations than ever before. Condition stacks, sigil/rune procs, boon duration effect and removals, stablilty etc etc etc

You seem to have everything figured out. Oh wait… all of those things always existed. :P

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Mithril Footman
Ultimate Dominator

(edited by Vash.9183)

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Posted by: DeceiverX.8361

DeceiverX.8361

No, it’s got nothing to do with the servers.

It’s about the profession balance.

HoT kills off small guilds with locking WvW upgrades behind huge gold gates, causing a lot of active non-blob players to leave the game.

Plus

HoT/Elite spec design reigns supreme and blatantly overpowered with unfun mechanics -> small-scale scene dies from lack of interest from those who remained.

Therefore:

Those entering WvW maps are going to be inherently blob-focused since the incentive to perform in small-scale is no longer there.

Consequently, as explained by an ANet programmer on reddit some time ago (without stating the real cause of it coming from changes to profession design):

Bigger, blobbier zergs all running an increase of passives, proc effects, and the likes which killed off small-scale and distributed the number of players on the map causes huge propagation of events to fire server-side every time blobs engage. Passive traits are interacting with passive traits which proc others’ passive traits which proc an effect and so on for each individual player. All of this data is loaded into a queue for processing meanwhile due to all the power creep via such low cooldowns things just keep happening while the servers try to handle all the raised events and interrupts.

Basically, if we just deleted HoT/current elite spec design the problem would largely go away. And while I think people would love to kill off the lag, playing without elites is nigh impossible when trying to win.

Until the profession team gets its **** together and designs things in a not-terrible way such that there are no system slowdowns due to event propagation coming from passives, it’ll never be solved.

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Posted by: Norbe.7630

Norbe.7630

have you done the tracert thing
did you notice the telia thing

please reopen badgate

Duterte Death Squad [DDS]
Gate of Madness

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Posted by: apharma.3741

apharma.3741

To everyone complaining, please post what server you’re playing on, it helps a lot.

I’m on Whiteside Ridge paired with seafarer’s rest against Baruch bay and Elona reach and the lag in eternal battle grounds whenever there is an number of people fighting is horrendous, instant cast abilities taking several seconds and many people just flat out leaving because of it. It’s been at all times of day too since the match up started on Friday.

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Posted by: Vash.9183

Vash.9183

No, it’s got nothing to do with the servers.

It’s about the profession balance.

HoT kills off small guilds with locking WvW upgrades behind huge gold gates, causing a lot of active non-blob players to leave the game.

Plus

HoT/Elite spec design reigns supreme and blatantly overpowered with unfun mechanics -> small-scale scene dies from lack of interest from those who remained.

Therefore:

Those entering WvW maps are going to be inherently blob-focused since the incentive to perform in small-scale is no longer there.

Consequently, as explained by an ANet programmer on reddit some time ago (without stating the real cause of it coming from changes to profession design):

Bigger, blobbier zergs all running an increase of passives, proc effects, and the likes which killed off small-scale and distributed the number of players on the map causes huge propagation of events to fire server-side every time blobs engage. Passive traits are interacting with passive traits which proc others’ passive traits which proc an effect and so on for each individual player. All of this data is loaded into a queue for processing meanwhile due to all the power creep via such low cooldowns things just keep happening while the servers try to handle all the raised events and interrupts.

Basically, if we just deleted HoT/current elite spec design the problem would largely go away. And while I think people would love to kill off the lag, playing without elites is nigh impossible when trying to win.

Until the profession team gets its **** together and designs things in a not-terrible way such that there are no system slowdowns due to event propagation coming from passives, it’ll never be solved.

Lol dude… “it has nothing to do with the servers.” Really? This game is 4 years old and I was active during all 4 years. I have been in more 3-way blob fights than you can imagine and I can promise you right now that the server/skill lag is MUCH MORE easily triggered than any time in the past. I mean really, do you think that full-queue map blob fights are something new? Do you think that all 3 servers in a match having full mono-blobs each just never happened in the past or what? It has always happened. If anything, it happens less NOW with lower populations.

Never in the past would you get server/skill lag with just TWO blobs fighting. Only when 3 full blobs would fight in Stonemist Castle. Recently, however, we have been seeing this server/skill lag/delay happen when only two blobs fight. I’m not going to pretend like I have all the answers, so it’d be nice if you wouldn’t either.

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Mithril Footman
Ultimate Dominator

(edited by Vash.9183)

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Posted by: Vash.9183

Vash.9183

Gonna bump this. It’s a bad situation that many active and knowledgeable WvW members can agree with. People on my WvW server were shocked at the lack of attention this subject received.

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Mithril Footman
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(edited by Vash.9183)

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Posted by: mewmewmyoo.7809

mewmewmyoo.7809

Honestly, whether it’s been happening or got worse… doesn’t matter. This is a large-scale battle gamemode. It shouldn’t lag this bad regardless. It’s handling what players are basically guaranteed to do.

Cat Pun Here (Also: Another Cat Pun and Cat Pun Goes Here)
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Maguuma Server

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Posted by: morrolan.9608

morrolan.9608

its not a downgrade….. Servers are having to do more calculations than ever before. Condition stacks, sigil/rune procs, boon duration effect and removals, stablilty etc etc etc

That doesn’t explain why its suddenly worse, I’ve noticed it getting worse as well.

Jade Quarry [SoX]
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Posted by: Liston.9708

Liston.9708

its not a downgrade….. Servers are having to do more calculations than ever before. Condition stacks, sigil/rune procs, boon duration effect and removals, stablilty etc etc etc

That doesn’t explain why its suddenly worse, I’ve noticed it getting worse as well.

the score floaters? only thing “new” that I can think of other than at t he end of a scrimmage and score turnover…..

YB→YB→YB→YB→YB→YB→YB→most likely YB

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Posted by: anduriell.6280

anduriell.6280

what changed is the amount of condition spam in this last patch. You see condition damage create a lot of traffic because it’s damage change with the might/boons the caster has at this moment.

That has to change. The damage done should be calculated at the moment of casting and not to change with any might the player may acquire.

Same for healing with the druid. The boon that gives more healing should not change the amount you heal with regen already applied.

That create a lot of server time wasted in math and a lot of spike traffic when you zergs begin to fight. Ever wonder why most disconnects happen when two zergs collide?

I TOLD YOU SO
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Posted by: vove.2768

vove.2768

have you done the tracert thing
did you notice the telia thing

please reopen badgate

They use telia? Omg, I remember the problems with telia back in diablo 2 -_-