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Posted by: will de grijze jager.6594

will de grijze jager.6594

dear anet can you do something about server lag

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Posted by: Daithic.6195

Daithic.6195

If that is the lag is the same as when a player approaches the enemy massive mob, I am getting it also.
I would like aNet to do something to make it disadvantageous to group is such large mobs (50+ players) which make it difficult for many of us to play without disabling lag.

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Posted by: Obscure One.4357

Obscure One.4357

Highest Probable ANet Response: “We will eventually look into a potential fix for these known issues in the near future. In the mean time check out our living story! It’s got loads of new content!”

Circumventing profanity filters one kitten at a time.

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Posted by: Laii.2780

Laii.2780

Here’s a copy/pasta response i made the other day on the topic.

Speak of the devil, and he shall appear

First off, I do realize that I kind of ninja’ed in a response in a post that had nothing to do with addressing skill delay. The reasoning behind that was simply that I wanted to make it clear of why I wasn’t spending much time on the issue that I was addressing there. I’d like to say that I pride myself in keeping things as transparent as possible with you guys.

That being said, I know that seems contradicting since I haven’t really said anything on the matter since. I’m doing my best to lurk in the shadows here in the forums more often and chime in where appropriate. Frankly, I just don’t always have something to update you guys on .

But! I do have a small update for you today.

Over the past several months (boy time can really fly by), we formed a small team (myself, with the help of a couple others at times) around addressing the issue of skill delay in large groups of players. It’s actually a part of our Skills and Combat team that are responsible for balancing and, in the near future, introducing new skills, traits and other combat improvements. When tackling such a large project, you don’t just dive in and start shooting from the hip. It takes a lot of research, data and planning to really start addressing the issue at hand. The past few months have mostly consisted of these things (referring to data gathering).

As of recently, really as of just a couple days ago, we’ve gotten to a point where we have the data we need to take the bull by the horns and get down to business. Meaning that I hope that the results start speaking for themselves in the coming months. Don’t get me wrong, that doesn’t mean we haven’t already made several improvements, just sadly that they weren’t really noticeable from a players standpoint (but have made a significant difference).

It’s not just skill lag that we hope to start resolving in a more noticeable way, and even eliminating one day, but getting PvE culling disabled game-wide. These two projects are beasts that really go hand-in-hand, which is why we’re working on them simultaneously.

Now this brings me to another seemingly tight-lipped change; PvE culling. You may have noticed that we temporarily disabled it in Frostgorge Sound for a short duration. That was us, lurking in the shadows, gathering extremely vital data. We’re making great strides in getting that removed, and hoping that happens really soon.

That’s all I have for today, but hope to have some great news in the near future. Ideally moving forward I won’t need to update you all, as the results should start speaking for themselves.

<3 Bill

So assuming you didn’t skip all of that…We are chipping away at it and hope that you, the players, start noticing an improvement soon. But to answer the initial question, no, there aren’t any significant changes coming in the August 6th release. There’s mostly client-side goodies in that build.

-Bill

They’re working on it :<
Coming in 2014~ lol

[CERN] ~ WAR/Necro^ O ^)/!

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Posted by: will de grijze jager.6594

will de grijze jager.6594

thank you laii. i didn’t know that

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Posted by: Cactus.2710

Cactus.2710

Here’s a copy/pasta response i made the other day on the topic.

Speak of the devil, and he shall appear

First off, I do realize that I kind of ninja’ed in a response in a post that had nothing to do with addressing skill delay. The reasoning behind that was simply that I wanted to make it clear of why I wasn’t spending much time on the issue that I was addressing there. I’d like to say that I pride myself in keeping things as transparent as possible with you guys.

That being said, I know that seems contradicting since I haven’t really said anything on the matter since. I’m doing my best to lurk in the shadows here in the forums more often and chime in where appropriate. Frankly, I just don’t always have something to update you guys on .

But! I do have a small update for you today.

Over the past several months (boy time can really fly by), we formed a small team (myself, with the help of a couple others at times) around addressing the issue of skill delay in large groups of players. It’s actually a part of our Skills and Combat team that are responsible for balancing and, in the near future, introducing new skills, traits and other combat improvements. When tackling such a large project, you don’t just dive in and start shooting from the hip. It takes a lot of research, data and planning to really start addressing the issue at hand. The past few months have mostly consisted of these things (referring to data gathering).

As of recently, really as of just a couple days ago, we’ve gotten to a point where we have the data we need to take the bull by the horns and get down to business. Meaning that I hope that the results start speaking for themselves in the coming months. Don’t get me wrong, that doesn’t mean we haven’t already made several improvements, just sadly that they weren’t really noticeable from a players standpoint (but have made a significant difference).

It’s not just skill lag that we hope to start resolving in a more noticeable way, and even eliminating one day, but getting PvE culling disabled game-wide. These two projects are beasts that really go hand-in-hand, which is why we’re working on them simultaneously.

Now this brings me to another seemingly tight-lipped change; PvE culling. You may have noticed that we temporarily disabled it in Frostgorge Sound for a short duration. That was us, lurking in the shadows, gathering extremely vital data. We’re making great strides in getting that removed, and hoping that happens really soon.

That’s all I have for today, but hope to have some great news in the near future. Ideally moving forward I won’t need to update you all, as the results should start speaking for themselves.

<3 Bill

So assuming you didn’t skip all of that…We are chipping away at it and hope that you, the players, start noticing an improvement soon. But to answer the initial question, no, there aren’t any significant changes coming in the August 6th release. There’s mostly client-side goodies in that build.

-Bill

They’re working on it :<
Coming in 2014~ lol

You realize that Devon Carter had this to say in that very same thread, right?

“These particular changes are indeed on the client-side. They won’t impact lag, unfortunately. We are still both investigating additional ways to combat skill lag, not that there are any particularly good looking options at the moment, and continuing to make improvements to overall game performance as we can.”

Let me extract the key phrase for you …

“We are still … investigating additional ways to combat skill lag, not that there are any particularly good looking options at the moment”

LOL

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

wvw server lag

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Posted by: Obscure One.4357

Obscure One.4357

Here’s a copy/pasta response i made the other day on the topic.

Speak of the devil, and he shall appear

First off, I do realize that I kind of ninja’ed in a response in a post that had nothing to do with addressing skill delay. The reasoning behind that was simply that I wanted to make it clear of why I wasn’t spending much time on the issue that I was addressing there. I’d like to say that I pride myself in keeping things as transparent as possible with you guys.

That being said, I know that seems contradicting since I haven’t really said anything on the matter since. I’m doing my best to lurk in the shadows here in the forums more often and chime in where appropriate. Frankly, I just don’t always have something to update you guys on .

But! I do have a small update for you today.

Over the past several months (boy time can really fly by), we formed a small team (myself, with the help of a couple others at times) around addressing the issue of skill delay in large groups of players. It’s actually a part of our Skills and Combat team that are responsible for balancing and, in the near future, introducing new skills, traits and other combat improvements. When tackling such a large project, you don’t just dive in and start shooting from the hip. It takes a lot of research, data and planning to really start addressing the issue at hand. The past few months have mostly consisted of these things (referring to data gathering).

As of recently, really as of just a couple days ago, we’ve gotten to a point where we have the data we need to take the bull by the horns and get down to business. Meaning that I hope that the results start speaking for themselves in the coming months. Don’t get me wrong, that doesn’t mean we haven’t already made several improvements, just sadly that they weren’t really noticeable from a players standpoint (but have made a significant difference).

It’s not just skill lag that we hope to start resolving in a more noticeable way, and even eliminating one day, but getting PvE culling disabled game-wide. These two projects are beasts that really go hand-in-hand, which is why we’re working on them simultaneously.

Now this brings me to another seemingly tight-lipped change; PvE culling. You may have noticed that we temporarily disabled it in Frostgorge Sound for a short duration. That was us, lurking in the shadows, gathering extremely vital data. We’re making great strides in getting that removed, and hoping that happens really soon.

That’s all I have for today, but hope to have some great news in the near future. Ideally moving forward I won’t need to update you all, as the results should start speaking for themselves.

<3 Bill

So assuming you didn’t skip all of that…We are chipping away at it and hope that you, the players, start noticing an improvement soon. But to answer the initial question, no, there aren’t any significant changes coming in the August 6th release. There’s mostly client-side goodies in that build.

-Bill

They’re working on it :<
Coming in 2014~ lol

You realize that Devon Carter had this to say in that very same thread, right?

“These particular changes are indeed on the client-side. They won’t impact lag, unfortunately. We are still both investigating additional ways to combat skill lag, not that there are any particularly good looking options at the moment, and continuing to make improvements to overall game performance as we can.”

Let me extract the key phrase for you …

“We are still … investigating additional ways to combat skill lag, not that there are any particularly good looking options at the moment”

LOL

Devon Carver: “god!#$it these !#$ing forum posters are !@#$ing killing me. I’m not sure how long I can stall them before they eat me alive.”
ANet Overseer: “tell them to check out the living story, it’s got loads of new content.”
Devon Carver: “I do that and they’ll !@#$ing riot. Just give me a bigger team and a larger budget.
ANet Overseer: “But we need it for the living story, it’s got loads of new content.”
Devon Carver: “Look these guys !#$ing hate the content, and pick apart every !#$ing word I say! Gimme something.”
ANet Overseer: “We can give you some living story, it’s got loads of new content.”
Devon Carver: “…”
ANet Overseer: “What?”
Devon Carver: “…”
ANet Overseer: “What?!”
Devon Carver: “I’m just gonna get back to work…if you don’t see me for awhile it’s because some crazed mob ate my legs…”

Circumventing profanity filters one kitten at a time.

(edited by Obscure One.4357)