There is a 4th enemy in WvW - Lag

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Posted by: Raffie.7865

Raffie.7865

Its called LAGZILLA !!

I’m on DH and last night we took SM. The current owners of SM was not pleased we wanted to barrow the nice castle for the week so they was arguing with us about this ordeal. Was AOE spamapalooza in there.
I was an engineer and could not deply any turrets for like 3+min or my Support Supplies for over 5min.

Was fun, but the having Lagzilla at full rage really put a damper on it.

If we turn out graphic effect down will that help at all?

I know in Eve when you know its going to be a big battle turning down the graphics fixed it. Not sure if that would be the same story here.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Cal.1985

Cal.1985

Hm can you try it and let us know? It sounds really complicated. By the way did you make any tests in regards with your Internet connectivity at this time?

Cal Dae | Tainted | Piken Square

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Posted by: Raffie.7865

Raffie.7865

Right after we took SM the fighting stopped and the lag was gone.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: CoffeeElemental.4698

CoffeeElemental.4698

I doubt it. The lag is server side (I rather doubt that it is done client side, game would be too hackable otherwhise). Basically server is being swarmed with a lot of commands and because there are a lot of people in single area abilities like AoE ones can affect multiple people so it has to calculate the effects but because of lag it takes too long and commands are getting dropped.

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Posted by: Raffie.7865

Raffie.7865

But why does it work in Eve?

I will haver to try it at home later to see when i get off work.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Kintari.4172

Kintari.4172

I was there — Sorrow’s Furnace, defending. The lag was ridiculous. We wiped most of Sanctum of Rall in the throne room right before you guys entered, but then I couldn’t see half the enemies or use any of my abilities in less than 5-6 seconds.

Kintari | Rintaki | Rin Taki | Kian Tir | Zahinn | Lith <<< Blackgate >>>

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Posted by: Massacrul.2016

Massacrul.2016

Cal – i had this problem using internet connection with pretty nice pings, having 60down/6up bandwidth. I just couldn’t use skills for like 20 seconds and finally died …

Many times, when there are big battles on the battleground, all my skills have some big delay. Even if cooldown went down, i still cant use skills for even sometimes 10 seconds… this kitten is bananas.

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Posted by: Raffie.7865

Raffie.7865

I got fiber optic 25mb up/down
So internet connection was not the issue.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Kintari.4172

Kintari.4172

The ability lag has to do with the way the client/server handle processing game events. ANet knows about it, and I don’t think there’s much you can do to mitigate it.

As for invisible characters, this has to do with the delay in loading and preparing a character for rendering. Better hardware, in particular a faster HDD, can help with this, but even with great equipment it’s still very apparent — players still take forever to load in during situations like SM last night.

Kintari | Rintaki | Rin Taki | Kian Tir | Zahinn | Lith <<< Blackgate >>>

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Posted by: Shintai.5618

Shintai.5618

If you can get better framerates/less lag lowering GFX settings. Then its simply a client issue. Basicly too puny hardware.

If the lags happens at the same rate nomatter what you do. Its a serverside lag.

Servers do tend to lag quite badly now and then, both PvE and PvP.

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Posted by: Habib Loew.6239

Habib Loew.6239

Gameplay Programmer

Hi all,

An encounter with Lagzilla is always rough and it’s a tricksy beast that can manifest for a variety of reasons. Ultimately the experience of lag comes down to one or more of client performance, network issues, and server performance. If the lag you’re experiencing is a result of client performance issue then turning down your graphics settings, running at a lower resolution, etc. can help. If not then there’s unfortunately very little you can do. Let me explain a bit more about the different issues that can cause lag:

Client Performance
When your client is trying to do too much work (usually this comes down to animating and rendering the game world since that’s the bulk of the work done on the client, though it can be other tasks as well) the time it takes to create each frame goes up and, thus, your frame rate goes down. When the frame rate drops a little the game just doesn’t feel as smooth but when it drops a lot (say, into the single digits) then the experience can start to feel like lag in that you have to wait longer to get feedback about your actions. Mostly though, this situation just feels choppy. You can check your frame rate in Gw2 on the options menu and if it’s unacceptably low then changing your client settings may help.

Network Issues
The internet is a big, complex, self-healing network. It truly is a marvel of the modern world. Despite that it’s designed to be fully redundant and self healing the internet still runs into problems sometimes. Sometimes the server you’re connecting to is just too far away and thus it takes your packets a long time to make it to the server and back. Other times a fault with some portion of the network along the path from you to the server can introduce delays or cause packets to simply be lost. Any of those issues can cause a feeling of lag by increasing the time between when you try to do something and when it happens on the server as well as increasing the time between when something happens on the server and when you see it on your client. While some amount of latency is just a fact of life on the internet (nothing is instantaneous, curse you speed of light!) serious issues with the network are relatively infrequent. When they happen it’s no fun at all, but thankfully there are lots of people at lots of network providers who spend their time preventing these issues and fixing them when they occur so they’re usually fairly short lived.

Server Performance
Server performance is a lot like client performance in terms of lag. The work the server is doing is different, of course, but fundamentally it still has a limited amount of time to present any given frame of the game and if it takes too long doing that work then things start to back up and everyone on the server experiences lag. In large WvW fights, such as when the majority of the players on the map are fighting over Stonemist Castle, this is most likely what’s causing you to experience lag. When a lot of players are in relatively close proximity to each other the server has to do more work because all the interactions (or, in some cases, potential interactions) between those players need to be calculated. This is the N-squared problem that you may hear computer scientists going on about all the time, assuming you hang out with computer scientists. Of course we’ve done what we can to optimize these processes but at the end of the day more work is more work, no matter how you slice it, so there will always be some player density that’s just too much for the system to handle in the time allotted. Ultimately we end up in a balancing act between trying to allow the maximum number of players into WvW and minimizing the amount of lag that players encounter.

I hope that this information is helpful when trying to determine if changing your client settings will have a positive impact on lag you may be experiencing. All of us at ArenaNet are also gamers and, believe me, we hate lag just as much as you do! We are constantly looking for ways to improve performance and the work of optimization never stops.


ArenaNet Gameplay Programmer

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Posted by: Zireael.3285

Zireael.3285

Habib, so basically it’s about money. The more server power you employ to handle the load, the more people can join. Since there’s huge lag AND huge queue, you’re not employing enough. Is there any chance you could buy more clusters to actually handle the load? I’m sick of not seeing who I’m killing, sick of having to wait like 5 seconds for any of my skills to actually work. So please, buy more servers and make your game work.

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Posted by: Phara Miu.2816

Phara Miu.2816

Eve has one of the best servers on the market for modern mmo’s as far as i know.
The major question is how much do you wanne pay for your game to get rid of lag ?

This generation of servers just cannot handle 500 players using spells and effects in a small room.
There prolly are servers who might handle this, but they cost money…so much money that if a company could invest it the game would end up costing over 1000 dollars.
Maybe you can affort that price for a game, but 99% of the other people cannot.

So the good servers for mmo’s will always have this problem untill better and less costing servers get on the market.

Maybe in about 20 years from now we have servers that can handle 1500 players in a small room
hardware changes fast and become chealer and cheaper, so who knows.

But one thing is for sure, you cannot blame Arenanet for client lag, its our tech generation.

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Posted by: Shintai.5618

Shintai.5618

EvE still lags too.

Sometimes you cant throw enough money after it to solve it. If Anet bought the fastest Xeons there is. Then thats that. All they can do is to wait for the next generation to come. Alternatively they can optimize the code, but if thats been done too then you are also out of luck there.

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Posted by: Riyu.2103

Riyu.2103

this is rather BS.

even the 10 year old DAoC was able to handle 100+ players with massive effects and spells at the same place. without lags and invisibility of players.

get your game fixed, Arenanet.

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Posted by: Dosvidaniya.3260

Dosvidaniya.3260

Zireael, that isn’t what he means at all.

Think of it this way. In Eternal Battlegrounds, there are the following objectives: 1 jumping puzzle, 3 NPC camps, 9 control points, 6 camps, 12 towers, 3 keeps, and Stonemist. So, lets actually assume players are distributed equally (and not in a giant zerg) and just make up some numbers to see the dilemma ANet is facing.

We have Jumping Puzzle (5 players), 3 NPC camps (5 players x3 = 15), 9 control points -or- supply support (3 players x 9 =18), 6 Supply Camps (5 players x 6 = 30 players), 12 towers (10 players x 12 = 120), 3 keeps (20 players x 3 = 60), and Stonemist (30 players). That gives us a grand total of 278 players from the server across the map.

Now, assuming they square off against an exactly balanced force, the server has to track (IE: location, health, abilities, etc) all nearby players. So, it must send data about every player in the vicinity to all players in the vicinity. It must check incoming damage against every nearby player. (This is the N squared problem that was mentioned by Habib; you can see it below in the format: n*n * node_count = n^2 * node_count).

Lets run the numbers: Jumping Puzzle (5×5 = 25), 3 NPC camps (5×5×3 = 75), 9 control points -or- supply support (3×3x 9 =81), 6 Supply Camps (5×5x 6 = 150), 12 towers (10×10x 12 = 1200), 3 keeps (20×20x 3 = 1200), and Stonemist (30×30=900). That gives us a total of 3631 relevant changes that need to go out by the server.

Now, what if we have one massive zerg of 250 v 250? That’s 250×250 relevant changes. That gives 62500 relevant changes that have to be sent by the server. What if there are simply 5 groups of 50×50? That’s 12500 relevant changes that have to go out. What about 8 groups of 30×30? That’s 7200. How about 12 groups of 20×20? That’s 4800. What about 16 groups of 15×15? That’s 3600.

Do you see the problem? The server load isn’t constant. It depends on the distribution of players. Increasing player count (decreasing queues) introduces the potential for lag if players clump. Decreasing lag if players clump means reducing player count (increasing queues). This conflict can never be resolved. There is a conflict here that can never be resolved while both lag and queues exist.

TLDR: More players come at the cost of potential lag during zerging. Lag reductions come at the cost of players allowed entry. Which do you chose? ANet has striven for a balance with a bit of a focus on players over lag. Their hope is that there won’t be a massive zerg because it is so brutal on their server. I think they chose correctly. I also applaud Habib for being straightforward about the issue.

Player culling optimizations are a different subject; one that ANet is looking into.

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Posted by: Kazim.2043

Kazim.2043

EVE has completely different gaming mechanics and server cluster architecture. It’s just not technology, it’s the game itself helps EVE’s servers.

But still EVE has lag and a lot. Have anyone of you experienced 100% Time Dilation?

Izuvac.5713 “…like imagine 2 taliban server against 1 american…”

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Posted by: Raffie.7865

Raffie.7865

Eve does better because I forgot to mention there is less to render. There is not ground, buildings for the most part and sky and weather effects.

So anyone turn down the graphics and try it yet?

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Hackuuna.4085

Hackuuna.4085

Dosvidaniya, I don’t really want to discuss this with anyone. As Riyu stated, DAoC 10 years ago was able to sustain 100+ people in one spot without them being invisible or without lags. I want the same now and I don’t buy BS about technology and code. If the game lags and people are invisible then the code is badly written and the game runs on s h i tty servers. Period.

You must be amazed that most FPS game servers can’t really handle more than 64 players and it’s been like this for as long as I can remember. That’s more than a decade of technology advancement and yet there is still some relatively small limit on those server capabilities without massive lag.

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Posted by: Raffie.7865

Raffie.7865

You can look at a bottle neck and point it out as the problem, but need a solution for the bottle neck.
I always wanted to see Team Fortress with 64 players. Nope… still only 32.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: climhazzard.5897

climhazzard.5897

This happened a couple of times yesterday in eternal battlegrounds on my server as well (Yaks Bend). The castle changed hands several times and all 3 servers ended up in the Lords Room at the same time at least two or three times, lag wiped us all out each time, the lucky side would keep the castle.

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Posted by: Raffie.7865

Raffie.7865

3 servers in the Lord’s room.LOL
Sounds like it was Spamapalooza for sure.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Zireael.3285

Zireael.3285

Dosvidaniya, I don’t really want to discuss this with anyone. As Riyu stated, DAoC 10 years ago was able to sustain 100+ people in one spot without them being invisible or without lags. I want the same now and I don’t buy BS about technology and code. If the game lags and people are invisible then the code is badly written and the game runs on s h i tty servers. Period.

You must be amazed that most FPS game servers can’t really handle more than 64 players and it’s been like this for as long as I can remember. That’s more than a decade of technology advancement and yet there is still some relatively small limit on those server capabilities without massive lag.

No, I’m amazed that companies sell BS and people buy it. I remember DAoC handling a lot more preassure then this game. I remember Lineage 2 handling epic battles of few hundred people at the same spot also sieging a castle. But if you want to blame technology, let’s imagine a situation where every person is represented by a square let’s say 10×10×10 pixels. Every person is capable of hitting one other person with one skill on a flat map. How many people represented that way at the same spot can current technology handle? And please don’t tell me that 500 people in a world like that would cause a massive multimillion dollar cluster servers to lag or stutter. It’s pure BS. So if they created a world with nice graphics and many skills so that now their engine couldn’t handle 200 people in one spot then they made a mistake which should be fixed or the next thing I’ll do is ask for a refund. They could make massive battle games 10 years ago, they can do it now. If they care to spend enough money on it and don’t put income vs. performance in the same equation.

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Posted by: MyDublin.8924

MyDublin.8924

I have no issue with this at all as I’ve fixed the simple problem that was causing it.
I’ve no intention of making the fix public however other than to the few I’ve given the help too already in game as it’s too much of an advantage to give away.
I’ll only give the information to a GW2 dev or something if required.

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Posted by: Raffie.7865

Raffie.7865

@MyDublin
Lets see video proof.
I’d like to see it myself.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Selo.1250

Selo.1250

This happens all the time on my server aswell.

All 3 sides gathered at lord room, i cant activate my skills at all and enemies dont spawn.

Thats on the 3 most populated servers so it gets kinda silly, theres no skill involved.

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Posted by: Samfisher.7942

Samfisher.7942

@HabibLeow, Would it be possible to request a 64-bit exe for GW2? As it is sitting in LA, the game is already using 1.7GB~ RAM.

Ezendor [SYN] – Synapse, Ranger
Sea of Sorrows

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Posted by: Raffie.7865

Raffie.7865

64-bit GW2 would have no real effect at all.

www.infowars.com and also lookup Agenda 21
www.graystatemovie.com its coming if you like it or not.

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Posted by: Oranisagu.3706

Oranisagu.3706

64-bit GW2 would have no real effect at all.

of course it would. part of the culling problem seems to be loading the enemy players, because each one has its ‘own’ model (gear, face etc). 64 bit would allow to cache more stuff instead of sending everything through the garbage collecter in order to save memory. This would also affect loading times between zones in pve, as your client could just cache all the necessary data.

I’m a bit bummed that my client has ~20 gigs of unused memory and gw is loading stuff from my harddisk all the time instead of caching it.

but all in all, yes, it wouldn’t have a gigantic impact, but you would be able to see a difference.

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Posted by: DJSkittles.7196

DJSkittles.7196

Yeah, kitten was pretty bad on Yaks last night. I remember one period where we broke through both gates and went to take it from GOM after alot of hard work taking out their supply and what not, when Blackgate just followed us in and we got surrounded on both sides and completely annihilated in a bottleneck. I think Blackgate ended up with it, but yeah I couldn’t heal anyone, let alone cast an AOE.

Anyways, im curious, I’ve never played Lineage 2 or DAoC. You all say that it was possible to have hundreds of players fighting each other at once in a small space (no server queues and less lag). Is this because the graphics were so kitteny back than, or are all of you unaware of how that was possible? Cuz all i’ve noticed so far is all the kittening with no one bringing forth any type of solution or suggestion.

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Posted by: kwewu.3896

kwewu.3896

Graphics have nothing to do with server lag. Something is definetely broken though. In massive lord room battles I’m unable to cast my heal skill yet I’m still able to use other skills.

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Posted by: Maylojager.1307

Maylojager.1307

Greets,
I’m playing gw2 on my i2 with 2gb ram +8400GS nvidia (yes, this is correct – no mistake here, I recall playing gw1 with integrated graphics card).
Running the game on lowest possible, forcing dx8 and no shaders, sometimes I even go windowed mode to get the most out of what I’ve got – and it works pretty alright!
But when the fights are involving more than ~25players, Lagzilla comes and says to both my performance and playability like: “Me will crush you! Crush you to GOO!”
The main reason Lagzilla comes after me is that it is attracted by all the shiny particle effects those players are spamming like there’s no tomorrow and if there would’ve been chance to reduce those – then it would be possible to avoid this unpleasant guest in our WvW fights.
I don’t think I’ve got the right to insert my word here – since my system is way below the min. requirements, but could someone else ask Anet to give us the possibility to tone down the particle effects, pretty please with omnomberry on top.

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Posted by: Hrist.8972

Hrist.8972

I love how people always throw out DaoC as in some kind of “but it worked before!” card, failing to realize that DaoC graphics are just a joke.

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

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Posted by: Replect.3407

Replect.3407

Well, I’m sure that my lag issues I’m experiencing from time to time aren’t client performance nor network issues…
It’s quite annoying to hear that the dev comment let us interpret that these lags will be present for as long as we play the game with more players around… With a combat system like in this game, having a delay when using skills and stuff is actually a no-go!
And I actually experienced lags in times where I was alone in story missions without much going on around me, but my skills took 3-5 seconds before they triggered, so it doesn’t necessarily need a lot of players. And I actually always heart of other players with these lags at the same time…

You can’t run away from lags, and that’s why they are the most annoying part in the (or actually every) game! No bug or missing feature can be that annoying like lags, just because of that fact!

And the absolutely most annyoing thing is if such things happens to a game that you actually really, really (want to) enjoy!!

(edited by Replect.3407)

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Posted by: kwewu.3896

kwewu.3896

I love how people always throw out DaoC as in some kind of “but it worked before!” card, failing to realize that DaoC graphics are just a joke.

Graphics do not effect server performance.

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Posted by: Hrist.8972

Hrist.8972

Explain to me, why it does not affect server performance? I’m waiting.

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

(edited by Hrist.8972)

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Posted by: kwewu.3896

kwewu.3896

Explain to me, why it does not effect server performance? I’m waiting.

The servers do not render any graphics.

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Posted by: Hrist.8972

Hrist.8972

Explain to me, why it does not effect server performance? I’m waiting.

The servers do not render any graphics.

Then what is taxing the server?

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

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Posted by: kwewu.3896

kwewu.3896

Explain to me, why it does not effect server performance? I’m waiting.

The servers do not render any graphics.

Then what is taxing the server?

Many things, positional data being a large one.

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Posted by: Hrist.8972

Hrist.8972

Explain to me, why it does not effect server performance? I’m waiting.

The servers do not render any graphics.

Then what is taxing the server?

Many things, positional data being a large one.

And nothing of these things, don’t relate to graphical complexity? Considering how many AE (Area Effect) animations and effects there can be around in a huge fight compared to DaoC, it still should perform the same?

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

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Posted by: kwewu.3896

kwewu.3896

The servers do not render the animations so the complexity of the animations has no effect on server load.

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Posted by: Hrist.8972

Hrist.8972

So all the information about their position and type, that goes in and out, updates and changes, don’t affect server load? I’m not talking about rendering now, but to me it sounds like you’re saying that all these things that happen around in GW2 server should work perfectly and no lag is excused.

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

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Posted by: kwewu.3896

kwewu.3896

No. I’m saying that positional information affects server load. The more characters moving, and the more movements those characters make all increase the load to the server. However, it wouldn’t matter if the spell effects are even rendered on the client or not. If the client didn’t render spell effects at all, the load to the server would be the same.

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Posted by: Hrist.8972

Hrist.8972

Then is just the cheapness of the servers since, from what I gather reading the forums, DaoC had no problems with huge fights? It’s all just about the lacking servers?

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

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Posted by: Boroming.8093

Boroming.8093

The DAoC “Lag-Free” discussion is just BS.

As explained before by Dosvidaniya the problem is how many request the server gets in that area..
A 3 faction inc in SM generate a server load comparable to a DAoC Relic Raid in prime time with just 2 faction involved… because if the third realm crashed the party you can simple go AFK because it was unplayble.
Tell me you ever played a smooth Relic Raid…. because i play DAoC a lot (both EU and US server) and i don’t remember a lag free Relic Raid or a simpler big-3 faction inc in old Emain.
WTH DAoC lagged in ToA PvE too…

And DAoC was a really lot slower game than GW2, so the input request sent to the server was quite lower…

GW2 allow a well setup 15-20 man team to do everything in WvW. Stop zerging your way trough Eternal BG.
The solution is simple atm. Less zerg = less lag and more fun gameplay.

(edited by Boroming.8093)

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Posted by: chanw.1934

chanw.1934

Then is just the cheapness of the servers since, from what I gather reading the forums, DaoC had no problems with huge fights? It’s all just about the lacking servers?

No, as the more complex a game get, the more information sent and received between server and client will be increased ‘per client’ and the information need to be processed will increase tremendously. In Lineage 2, there is no such thing as a tree obstructing an arrow. etc. There are lots of reason why large scale combats work in one game and doesn’t work in another game.

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Posted by: Hrist.8972

Hrist.8972

Yeah, that’s one of the reason I find myself a lot more in the Borderlands these days, people don’t tend to mass into one objective (I’m looking at you SM).

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

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Posted by: kwewu.3896

kwewu.3896

Then is just the cheapness of the servers since, from what I gather reading the forums, DaoC had no problems with huge fights? It’s all just about the lacking servers?

I doubt its the cheapness of the servers. Powerful hardware will only mask problems with the software to a certain extent. They could say, double the power of the servers and they may only see a 10% performance improvement.

There’s something not happening properly by the servers code (or software). Like I said before, I’ll be in a massive battle in a Lord’s room and all my skills are reasonably responsive, regardless of how many invisible people may be there, and my frame rate dropping to around 20. The only real issue I have is when I cast my heal too close to one of these fights it just won’t go off even though every other skill is fine. Yes there is server lag happening in this case. Yes there is graphics lag happening on my side as well. This still doesn’t explain why every skill except my healing skill is still able to be cast. A friend of mine experiences this exact same problem as well.

Maybe heals are handled differently by the server than other skills. Maybe the heals being handled differently is contributing to the server lag overall in the large battles. Channeled skills haven’t been a problem for me, and other skills with cast times have not been a problem for me.

I should add that the distance I have to move away from these battles is not that large to be able to cast my heal. I might only have to move 2000 yards away at most and then my heal casts as fast as any other skill.

(edited by kwewu.3896)

There is a 4th enemy in WvW - Lag

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Posted by: Hrist.8972

Hrist.8972

From what I gather, at least the first (“auto-attack”) skill from weapons and evade roll works always, regardless if it’s laggy or not. I think some skills are just forced to go through server before actually letting it cast, as opposed to roll and evade.

Hrist Unriht – [Hovi] Unseelie Court – Seafarer’s Rest EU

There is a 4th enemy in WvW - Lag

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Posted by: Darkademic.2603

Darkademic.2603

The people claiming that DAoC had no issues with large fights are simply wrong, but even if it was true, they are failing to take into account that GW2 requires a far higher number of calculations per character, and that the calculations involved are far more complicated. Cross-profession combos for example mean that every combo field must interact with the potentially hundreds of finishers being executed every few seconds in a large fight. Then you’ve got walls that reflect projectiles back to their source, dodging, active blocking, projectile obstruction etc.

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