fixing lag should be first priority
They could remove all skill-based graphics and that would remove the lag in big fights, but then you’d have to guess at what was killing you.
The radius reduction of aoe targets was an attempt to alleviate it, but they can only go so far.
They don’t seem to care about this gigiantic problem. I’ve been saying this alot in this forum. I’ve told them to lower the player limit. Which they did, it got better, but then they raised the limit again. Without even making a real fix.
The WvW team doesen’t even want to tell us what the limit is. A proper developing team would have told us.
I wonder if they don’t wanna make this a priority or if they just can’t fix it. Remember that several mechanics have been, or still are limited because of the amount of calculations that the server/engine has to do. Like the old culling and rendering tons of people, or the old 25 condition stacks limit, or the 5-man AoE damage cap.
Skill lag is awful. Really awful. It sucks. But I guess that they will need a lot of manpower working on it to fix, or just spend more on server structure.
Players like their 60 v 60 v 60 blob “fights” too much for Anet to simply lower the map limit again.
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It’s user end too. How do they normalize to fit all systems?
I am going to guess it is a “can’t fix it” issue but admitting that is hard to do so they keep trying small stuff but breaking it again with every new patch. On the other hand, name another game with large scale PvP and high quality graphics . . . . without time dilation
I’ve always been a proponent of lower WvW map populations caps but the majority seem to prefer zerg clashes spamming 1!!111!!!!11QQ11!
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It’s user end too. How do they normalize to fit all systems?
This thread is really about server sided lag. If it’s user end they should look at their own internet connection then.
I cant make a link towards my original post so here it is again:
2 Hours after reset still on BB Desert BL, When the queues were gone on other borders and EBG.
We still had a massive 3 way fight inside Desert BL Garrison. The skilllag was almost gone.
It really looks like 1 Server is hosting 4 maps at the same time.
My calculation of map population is about 80 people on each side. So thats 240 People per map.
That’s almost 1000 people clicking stuff at the same time over 4 maps.
So assuming there servers run with 1Gbit uplink, is about 1Mbit per player bandwith remaining.
All we know for sure is that movement is priority over skill activation.
So like 80% of the bandwith is reserved for movement while the rest of the 20% is for skill activation. Well do the math there we all know what happens then, before the fight starts its impossible to click any skill!
Any thoughts on this? Can this be fixed by Link aggregation? Maybe install a 10Gbit ethernet?
Maybe actually try to have seperate servers for each map? It should be possible with all those Gem sales…
Allthough it is probally not worth it anymore when 2 hours after reset almost all maps are empty.
Server – Far Shiverpeaks
They solved lag problem by adding AOE. Spam it and do not care about lag.
4 years in and it still feels like playing a game mode that is still in beta testing, embarrassing.
They solved lag problem by adding AOE. Spam it and do not care about lag.
Ignorant much? Spamming AoE attacks like meteor shower or other heavy to calculate skills doesen’t work. Seems like the server has a priority that focus on lesser skills, like #1, that’s more easy to process.
Lag isnt going away EVER!
Why? Cos Anet refuse to spend resources on anything other than PvE and esports.
They wont spend money on implementing DX11 or even DX12
They wont spend money on anything major for WvW
And the real problem which is causing this lag, they wont spend money on better servers and increasing bandwidth.
So yeah, the lag is here to stay and there isnt anything we can do about it.
Well you can go play another game and not give Anet any more of your money.
I used to be a PvE player like you, then I played Guild Wars 2
Lag happens in every game, in heavy aoe spam situaitons, and being gw2 very aoe spammy, well deal with it.
All they need to 2 is reduce the aoe and cleaves spam, making classes like ele staff, ele necros very unique if players want aoe builds, abd also reduce by alot the cleave skills on this game, * less ticks, less calculations, less lag*.
All other classes and ele(some ele weapons) builds become more single targeted.
Most classes even ahve AA cleaves, and that 1 hit with 3 cleaves is the same as 3 players auto atacking in other games, now sum all other classs spamming 1, and the AOE, game hardly gets betters while Anet dont change this.
Funny how Gw2 mechanics contradicts the game itself… aoe spam based, while game cant handle it, while Anet refuses to update the skills for better gameplay and performance…
Such a shame…
Even figts would become better :\.
(edited by Aeolus.3615)
They could remove all skill-based graphics and that would remove the lag in big fights, but then you’d have to guess at what was killing you.
The radius reduction of aoe targets was an attempt to alleviate it, but they can only go so far.
Nope. The problem is not client lag, the problem is server lag. those of us on high end systems get same exact skill lag with everyone else on TS regardless of graphics.
on mid range or low end systems graphics do make a little bit of a difference, but that can account of maybe 10-20% of teh total.
Increased lag has to do with increased player caps per map + power creep. Extra boon stacks so servers need to keep track much more of them then before, extra durations of all those stacks adds to the former, when the stacks just get renewed instead of dropping off entirely, it causes far more load on both processing and networking. New skills and now on many more people in same area. More stuff to keep track of and process.
Even if they upgraded their hardware, it means squat because any available redundancy has been eaten up by all the extra stuff in the game now.