WvW Lag March 2015
After this goes live, will you evaluate whether the map cap can be raised back to its previous level?
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
Wvw improved for me after you did maintenance some days ago, PvE got worse, the mobs ported all over the place. That’s gone, I think since wvw reset last night but the wvw “lags” (it’s not really lags, I just can’t properly hit and my opponents seem to port from time to time) are back.
I hope that weren’t the changes you meant but the real ones are still to come ;)
(edited by Jana.6831)
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
Wvw improved for me after you did maintenance some days ago, PvE got worse, the mobs ported all over the place. That’s gone, I think since wvw reset last night but the wvw “lags” (it’s not really lags, I just can’t properly hit and my opponents seem to port from time to time) are back.
I hope that weren’t the changes you meant but the real ones are still to come
Same here. Seemed to kick in after the golem event ended
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
Wvw improved for me after you did maintenance some days ago, PvE got worse, the mobs ported all over the place. That’s gone, I think since wvw reset last night but the wvw “lags” (it’s not really lags, I just can’t properly hit and my opponents seem to port from time to time) are back.
I hope that weren’t the changes you meant but the real ones are still to come
Nope. Changes to the game server almost always (aside from when we do things like disable content, etc) come from a new game build. The server maintenance the other day wasn’t part of the game server whatsoever.
-Bill
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
Thank you, finally some help for us. When exactly is the next release?
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
Thank you, finally some help for us. When exactly is the next release?
August. 2016. ‘soon’ Hopefully it won’t be shovelled in to a corner by HoT issues and maybe, just maybe, we might get our map caps back to normal, before all the pretty new animations on the new skill sets crash it all down again and it’s back to spam 1 and be a regen toon or die without being able to cast.
IDK but they need to make this a priority. I just came back to game, specifically for WvW play and the lag and constant disconnects are pretty much unbearable…
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
Wvw improved for me after you did maintenance some days ago, PvE got worse, the mobs ported all over the place. That’s gone, I think since wvw reset last night but the wvw “lags” (it’s not really lags, I just can’t properly hit and my opponents seem to port from time to time) are back.
I hope that weren’t the changes you meant but the real ones are still to comeNope. Changes to the game server almost always (aside from when we do things like disable content, etc) come from a new game build. The server maintenance the other day wasn’t part of the game server whatsoever.
-Bill
Thanks for posting here, much appreciated. The game has many bugs, it’s almost normal to some extent, it’s very complex, so hunting these, checking results and constantly improving it is essential. Many thanks for letting us know about.
We still getting lags, but it’s better in the last few days or weeks… except from time to time. If we are quiet, it’s because we either have given up or because things are fine – or a bit both
Was already answered by Anet devs and it’s not an ideea that all of us like, but maybe limiting total player numbers to 90, 30 on each side and adding more maps – could create a smoother WvW-PvP experience, with less extreme lag moments. Adding more resource intensive calculations (like the stability change and not only) doesn’t help reducing lag. But it’s not up to us, devs and players, we are in this together, but the decisions are made a bit at higher level unfortunately.
[FUG/SG/TDT] on the Jade Quarry
So the lag patch is in?
If implemented and working can we please have the old map cap limits back? /dirty blobber
www.twitch.tv/ins_for_da_wagh
PuG Commander, blobbing it up since 2012!
Is this in game? can we get a confirmation?
If implemented and working can we please have the old map cap limits back? /dirty blobber
ins go test gather a blob, come on i know missis is not home
i’m sorry for spamminjg but how is lags boiz? any changes?
My changes are in, but I’m not claiming they are the cure to all lag. There was just a few issues that I fixed, but one in particular was really bad when a map had been open for a while. So I’m hoping that the map should remain consistent during its full lifetime, and not have its performance steadily degrade over time.
Still, I’d be curious of how your experience is compared to pre-patch over the next few days.
-Bill
My changes are in, but I’m not claiming they are the cure to all lag. There was just a few issues that I fixed, but one in particular was really bad when a map had been open for a while. So I’m hoping that the map should remain consistent during its full lifetime, and not have its performance steadily degrade over time.
Still, I’d be curious of how your experience is compared to pre-patch over the next few days.
-Bill
I think I know what issue you are referring to, at random times I would all of a sudden get sudden massive drops in fps and lag like crazy, the game became unplayable, this would occur usually from being on a map to long, but at random times, and even if just being afk. It was so bad that I could not even close the game the regular way, I had to minimize it and shut it down manually from the task manager.
From doing pretty much everything against all size of groups in t1 maps tonight, it was pretty smooth, I get a little skill delay occasionally in heavy fights, but its better then before. Thanks.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
Thanks for the work you put in Bill.
Bad Elementalist
We’ve been tracking WvW server perf and as a result we have increased the map capacities by 10 for each team. We’ll keep tracking and look at further increases over the next week.
This is great, thanks for the work on this Bill and Stephen, and for keeping us updated. Much appreciated.
We’ve been tracking WvW server perf and as a result we have increased the map capacities by 10 for each team. We’ll keep tracking and look at further increases over the next week.
Many of us have been wondering for a very long time, are the map caps for each server actually equal for each map, dont have to give the actual number, but are they actually equal because sometimes….
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
The number of players allowed in per team all follow the same rules on all instances of each WvW map.
The numbers you see on the World Transfer screen are based on the number of players who have signed up for that world: what we call the membership count – which is not the same thing as the number of players active at any one time for that world.
Deso/SFR/Piken on Deso BL and EB seems as ‘bad’ as usual, at least it feels like it.
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)
The number of players allowed in per team all follow the same rules on all instances of each WvW map.
The numbers you see on the World Transfer screen are based on the number of players who have signed up for that world: what we call the membership count – which is not the same thing as the number of players active at any one time for that world.
Thanks for clearing that up, theres always been speculation that green somehow is able to get more players on a map, and eb has different caps for each side, and all that stuff. At least we know now its all equal
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
The number of players allowed in per team all follow the same rules on all instances of each WvW map.
The numbers you see on the World Transfer screen are based on the number of players who have signed up for that world: what we call the membership count – which is not the same thing as the number of players active at any one time for that world.
AND therefore it is not a relevant representation of the wvw population. Why would you decide that and not make a real survey/monitoring of servers??!!
Underworld
My changes are in, but I’m not claiming they are the cure to all lag. There was just a few issues that I fixed, but one in particular was really bad when a map had been open for a while. So I’m hoping that the map should remain consistent during its full lifetime, and not have its performance steadily degrade over time.
Still, I’d be curious of how your experience is compared to pre-patch over the next few days.
-Bill
bro ty for your work, but on EU tonight in 3 way (almsot full zones) had lags today all ppl from guild. Just skill dellays and a bit rubberish.
We’ve been tracking WvW server perf and as a result we have increased the map capacities by 10 for each team. We’ll keep tracking and look at further increases over the next week.
WTF? This only helps a server that HAS a Q’d map. I don’t know what kind of favoritism or bunk you folks are playing over there at Anet but, it’s ticking some of us off completely.
(edited by DeWolfe.2174)
We had zerg vs zerg inside EB keep Fsp vs Riverside and it was starting to lag a little already. I guess if all three sides meet it would be lagging harder. For zerging it’s acceptable, but roamers would feel it more.
Thanks for keeping us updated Bill, it’s encouraging to have open communication
Still, I’d be curious of how your experience is compared to pre-patch over the next few days.
-Bill
hi Bill,
Thank you for working on the lag issue – your hard work is appreciated.
An update on our experience from T1 SEA prime is that last night JQ experienced probably the worst lag it has experienced in the last year or more.
I suspect this isn’t a coincidence.
We have huge blob fights on EB between JQ+BG+TC during SEA prime almost every night.
It lags a “normal” amount during those fights (maybe 0.5 to 2 seconds on skills) but we don’t usually get disconnects or 30 to 180 second skill lag.
I was in a tower when TC + BG engaged in a normal blob fight and all my skills stopped working and then I got disconnected. I got disconnected 2 other times.
In comparison, I had 3 disconnects last night versus 3 disconnects in the last year.
I checked my network and it was functioning properly. There was confirmation from TeamSpeak that many of them were experiencing the same issues. These were American, European and SEA players on TS so I don’t think it was a regional network issue either.
It’s certainly a challenging issue to fix and we thank you for taking it on but I suspect in this case there may have been a regression with this patch.
Depends on what the patch should have fixed.
If I’m not mistaken it’s to prevent some sort of freezing when the map has been open for a while. Which has never occured to me, I think.
My Cloak and Dagger seem to hit more often (they would miss up to 70% of the times) but I’m not sure if that is coincidence. I had no disconnect since the patch and not before actually. My problem really was/is that my skills were very slow and that I would miss everything – that no matter whether against npcs or enemy players.
Testing some more.
Oops – what I said earlier – that the world transfer populations are based on the total membership – was true yesterday. Today we shipped a feature that shows the membership based on activity. Here’s a post about how it works now: https://forum-en.gw2archive.eu/forum/game/wuv/World-Population-Changes-Are-Coming/first
Skill lag in 3-way battles are still there unfortunately.
Oops – what I said earlier – that the world transfer populations are based on the total membership – was true yesterday. Today we shipped a feature that shows the membership based on activity. Here’s a post about how it works now: https://forum-en.gw2archive.eu/forum/game/wuv/World-Population-Changes-Are-Coming/first
no it’s not the post how it works now :p
I’m curious why you increased the map cap by 30 for every map. EBG on T1 is completely unplayable right now. Not even 1111 spam casts
I’m curious why you increased the map cap by 30 for every map. EBG on T1 is completely unplayable right now. Not even 1111 spam casts
Thing is, the cap had been reduced by quite a bit over 3 months ago by this very Dev. I don’t think even now it’s back to what it originally was?
This issue was exacerbated with the stability change. Whatever was done in the patch yesterday has brought the skill lag back worse than ever, eb in the sfr/deso/piken matchup is unplayable at the moment.
The lag on EB atm is horrible. I don’t know what you did, but if it’s due to the player cap, it might be a good idea to lower the cap slightly. This was just 2 way fights aswell, at least open field between Guilds, is playable enough, but that’s usually 20v20 or so.
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)
Yup, lag makes it completely unplayable atm on EB (SFR/Deso/Piken).
EB unplayable due to recent lag issues. (SFR/Deso/Piken).
sfr/deso/piken matchup is unplayable at the moment.
Here is lagging again (Rs/Ar/Fsp) on EB in a 2 way fight with 3rd zerg not far away capping a tower x_x
My skills miss everything tonight in wvw (and also pve – although it’s worse in wvw probably because the opponents don’t move in pattern) -it hasn’t been that bad for a while.
Also I’m backstabbing people from the front and not backstabbing them from the back – and they really stand with the front to me while I dish out a proper backstab (a buddy of mine the other day) – it’s so weird, really.
My internet connection has got no packet loss, btw, and a constant 35 ping.(With my pingplotter, I usually don’t look at my in game ping).
Edit: Seems quite back to normal (no one on the maps besides me) and I always forget to say my server which is Gunnar’s Hold.
(edited by Jana.6831)
The number of players allowed in per team all follow the same rules on all instances of each WvW map.
The numbers you see on the World Transfer screen are based on the number of players who have signed up for that world: what we call the membership count – which is not the same thing as the number of players active at any one time for that world.
Tell us what the numbers cap is for each map.
EBG in T1 (sfr) was completely unplayable for most of the duration of the night, today. Like 2-3 hours of barely being able to use skill 1, healing, swapping weapons or using any other skill was pretty much impossible.
Confirming lag on EB for mentioned deso, srf, piken was worse than ever and I play there daily. Not even 1 casted even if the other blob was several thousand units away.
I queued in 3 times but had to give up every time because of this.
WvW is unplayable right now… SkillLag is HUGE
(edited by Miracle.1365)
Worst lag in ages that I had for EB. Normally the super slow skills only happen in 3 ways, and then it’s a huge delay in skill casts mostly. Now it’s just random slowing down; One time one zerg gets 100 skills off (downing some ppl even), and enemy cant respond, sometimes it’s other way around. But the skill lets a few (sometimes very strong, like Well of suffering) skills happen, then all next skills get blocked/long slowed down. Weird kind of lag. And uneven spread lag (the uneven part of the lag is bigger then before, making battle even more unfair then they used to be). First lag that also prevented me to cast lightning flash (instant cast skill) for over 15 secs period of time of spamming it. That was always a skill that slipped relative easy true skill lag. Not anymore.
Also weird things happening with skill animations. Sometime you got cast bar, like for Either renewal but your hp aint healing. And then 10 secs later, you see you hp heal, but no cast bar or animation. Weird. Is this just a complete visual mess of the animation queues, or is it the server actually making mistakes? (lagging badly). Or combination?
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
Lag is horrible, TCBL at the moment, terrible skill lag when just 2 blobs meet, doesn’t even take 3 now.
Must say, the lag was horrendous in WvW today.
So you raised the cap without adding a fix. That’s depressing. To me it seems like you just banging your head against the wall. I don’t get why you would raise the cap when it already is laggy (at least you should know).
(edited by Timelord.8190)