Showing Posts For Hex.6415:
Install MSI afterburner (just for monitoring, no need to tinker with overclockings)
Have a look at GPU operating frequency while gaming. Perhaps your GPU is stuck in blue-ray clock rate (Video driver bug maybe).
I had that. In my case it had something to do with flash/twitch, and it went away after a reboot never to return again.
Any CPU cores at 25% utilization ?
I’m enjoying Osicat’s napalm cat 2.0 build atm, after having tried quite a few builds, power and condi based.
The + change in survivability is nice (and the condi clear is awesome), and I found I have a better fighting chance against most roamers out there.
Against 1v2 is doable (mostly by using terrain obstacles to separate the fights into 1v1’s), but some specs/classes are a no go in 1v2, like 2 thiefs ..uuh…
I also run with the zerg at times, and the spec is nice for deep hostile territory portal bombs, scouting and the usual mesmer utility.
To date I have played to 80 and geared up 4 toons:
Necro:
Leveled it cuz I enjoy killing enemies, slowly, excruciatingly.
Pros:
- effective at both zerging (zerg diving) and roaming.
- you feel like a power house
Cons - Needs different gear sets to be good at each role
- Little to no escape ability. Hint: make your necro a norn for the elite snow leopard skill.
Mesmer:
Leveled it for the escape ability + range dps
Pros:
- good escape ability
- good zerg support
- lots of “OMG I can’t believe I just did that” when successfully hiding inside a heavily fortified enemy location and later portaling in your entire zerg to cap it.
Cons: - Thiefs are a pain
Guardian:
My server needs melee at times so…
Pros:
- Diving into 60 man enemy zergs with 20 of your closest melee buddies, erry day
- Your inventory fills up at the fastest rate with loots and loot bags.
Cons - Sometimes one feels like slacking and playing ranged toons
Thief:
Leveled it recently to learn how to counter it on my other toons.
Pros:
- Oh look, there’s a 50% life enemy retreating from their zerg, pew-pew, invisibility, stomp success!
- What ? you need such and such objective to be starved of supply ? I’m on it.
- What do you other classes go about with escape abilities ? I can get half a minute of 100% invisibility! catch me if you can
- Pure fun ^
Cons: - Most specs need to get into melee to do their damage, making for high risk high reward. Ranged toons are safe-er in this regard. Unless thief gets close to them …
“type + into chat if youre class x”
…Purr…is that you … ?
Probably overflow for eotm works like this:
Assume total number of people wanting to play eotm
400 greens
200 blues
100 red
EOTM capacity: 150 people (random number pulled out of thin air), hence one fills up the green side first to max supported team size, then spins up additional eotm’s to contain the green players.
It ends up with ~4 EOTM’s, now get the rest of blues and red players, and divide them equally by the number of eotm’s spun up. You end up with a matchup looking like this:
100 greens
50 blues
25 reds
GL,HF!
Over the months an observation on stuff that happens on Gunnar’s wvw, from a PUG pov:
- Some servers (typically French) usually only engage our pug zerg if they have 2v1 advantage and siege support.
Alternatively, open fights w/o siege support can happen if they have 3v1 advantage (we win bout half of those fights)
- Some of them (typically Germans) tend to bunker up during our offtime, good fites to be had when they can get their 80 man blob rolling (eh…maybe an exaggeration, sometimes is 70 man blob). Trick is to lure them away from the temptation of covering their blob with supportive siege.
- Other non english servers in EU are a mixed bag, with some of them not showing up for wvw and preferring to smack the EOTM monkey.
- International/EN servers we have been matched in recent times are fun to roll against in primetime, offtime can be tricky for us since they tend to get their zerg rolling faster than we do.
- 2v1 odds against us? no problem! more loot bags to be had
PUG commander wise, we have a few awesome ones that direct the fights over TS with precise instructions. There have been occasions where we have gone against guild zergs similar in size with our pug (typical GH zerg size is 20-40 man, sometime more, sometimes less, mostly made up by dedicated wvw-ers), and came out on top.
TS coms outside fights are relaxed, during PvD (and esp on reset nites) a wide array of topics are covered, including (but not limited to):
- quaggan mating rituals
- gourmet foods
- stealth OP
- “the one that got away” (bears, candy and vans were also mentioned)
- norns and their choice in clothing for snowy mountains.
- car repair
As any server we have good days, not so good days, and overall good fun.
You should totally not join us (reverse psychology!).
(edited by Hex.6415)
EotM was designed as an overflow for WvW. Perhaps you should only be allowed to enter EotM if all four maps on your server are have a queue.
This. But maybe not so harsh, just 1 map in queue should be enough to enable EOTM OVERFLOW. Or receive like 50% less karma/xp/wxp if there is no queue on your server.
Background:
My server is having a very easy matchup this week, almost no resistance in wvw.
On the other side…eotm was bursting at the seams with ppl from the servers we are fighting (remembered them from their guild tags. I was (am) leveling a alt in there btw).
(edited by Hex.6415)
But (assuming the 2 traits get merged in a single 1) that means they will not be first tier traits, they’ll advance to second tier and will compete with the goodies from there …
http://www.game-debate.com/hardware/?gid=2135&graphics=GeForce%20820M%201GB says:
GeForce 820M 1GB is an entry-level Graphics Card still based on the ageing Fermi architecture.
—snip—
It’s thus a rebadged GeForce GT 720M and will offer identical performance to it. Therefore, it offers performance identical to today’s powerful integrated graphics and ends up being kitteneless acquisition.
Also “8Gb” is technically correct, but in practice is actually shared memory. That’s not good for gaming.
For the same notebook money a desktop system can provide more gaming power.
That being said, the i7 with integrated 4500u, and the i5 notebook will probably run the game, but on the low settings side.
My i5 3570k desktop processor overclocked, to 4.5 Ghz, sees ~30-40 FPS@ 1080p resolution in wvw or larger scale player events (CPU bottlenek) on med video settings with a more powerful video card.
(edited by Hex.6415)
I’d say staying alive in a pug map zerg as a berserker is good practice for GvG, considering pug zergs don’t typically look out for their ranged.
With a supporting melee train staying alive is easier.
On the the topic of stats, I can contribute a bit for the mesmer side
When I first started out mesmering, I went for dire gear and a glamor/blind support build. Results were meh due to cooldowns and condi clears. Survivability was meh, mostly due to lacking escapes.
The things that the zerg liked most and were most effective were veil and timewarp (commander can direct timewarp/veil location and timing over TS— > timewarp ahead of my tag! veil on the left! etc…) .
After a while I went knight stats, still keeping veil and timewarp for zerg. Staying alive was improved with additional escapes, and the switch to power damage allowed for higher contribution to getting the enemy down.
That’s when I went balls out and put in full berserker + power/precision food/spanner, staying alive remained the same, overall zerg utility same, but the capability to inflict pain was much better.
This is from the experience of running full zerk mesmer in PUG map zergs vs guild zergs and what not (most of the time outnumbered, and yes, my Silver server pug map zerg is smaller than some guild zergs), and I can say there’s little issue with staying alive as long as you have decent positioning and awareness.
PU, long range blink, torch and decoy are for your survival.
After providing the veil and timewarp you are basically free to engage at will. Personally I like to target the lead guardian or warrior and spam Greatsword skills on him ^^. Mmmm, the sound of 3k mirror blade, 2k iBerserker, 4k aoe mind stab on a weakened enemy melee party…many a headshots to be had.
If the enemy zerg comes for you, decoy and blink away while in stealth, throw a dodge or so and continue your rampage. Get creative.
Your enemy is the rival havoc group, typically thiefs and skirmish warriors. That’s why you don’t stray too far away from your zerg. If focused by the havoc group use what you have available and close the gap to your zerg. They will be happy to get a extra easy kill.
Edit: traveler runes are awesome, runes of speed are also a option if strapped for gold. I don’t zerg without them
(edited by Hex.6415)
In my case it was fixed with VPN, using a server located in Germany.
The lag/disconnect comes and goes and seems network routing related since it happens on various server IP/s. When it hits, only way to log in and play is via VPN.
Had similar issues 8-9 months ago, vpn fixed those as well.
(edited by Hex.6415)
Bit late to the party but I’ll trow my 2c in the pot:
1. Scoring tick timer, scoring per objective captured…etc… remains the same
2. No scoring variability per timezone crap
3. Every player in a wvw map contributes a wvw score equal to, let’s say 5% rounded up to the nearest whole number, of the realm score, per tick (exact % value to be determined by the devs…heck…maybe even give a small multiplier bonus if outnumbered).
Effects
- scoring by objective becomes a base score, with it’s value diluted due to much better scoring in the populated timezone. But with this being a multiplier for every individual, it does not discourage wvw play in off-time.
Pros:
- easy to implement (maybe)
- rewards general participation in wvw
- Rewards realm effort through the whole day (why should I bother with stuff if my effort is not as valuable now, vs later?)
- provides incentive for the underdog to do something in wvw even if the realm has a abysmal score of 10 points/tick. Due to the rounding up to the nearest unit, even a lonely camp flipper can make a impact with his 1 extra score/tick simply by being there. If he remains there long enough (even if simply running around in spawn), eventually a second player comes in…etc…now is a party!
- fixes many a timezone hopping guild shenanigans
- paints a clearer picture of realm strength, allowing more balanced match-ups
Cons:
- It doesn’t fix overall imbalanced match-ups/imploding servers that are still high in the rankings, but fixing this is not the role of the scoring system
P.S. Would be extra nice if “things we captured score” and “total realm score” (that includes participation score) can be viewed together at the top of the screen.
(edited by Hex.6415)
Chances are what you saw was a Might ‘spike’.
How it could have happened:
- 2 clones up from before
- GS2: 3 might stacks + 1 more clone
- 3 clones up + IP = 4 clone effects
- F1 shatter: 7 might stacks
- F2: 8 might
- insert 2 dodges around here adding 2 extra clones
- F3: 11 might
- F4: 12 might
- GS2 again: 15 might
The 2 GS2 will stack their mights due to the might durations > GS2 cooldown with the chosen runes/traits.
Also you get might per shatterred clone, and you count as a shatter due to Shattered Strength minor.
Tried it, didn’t work.
Thief consumes plasma for protection+Aegis+other goodies, greatly reducing your burst while his burst increases.
If he missed his steal the fight is more manageable for any spec, but overall is still an uphill battle.
ISP: RCS/RDS
Country: Romania
Server: Gunnar’s hold
>pathping -4 -q 100 206.127.159.152
Tracing route to 206-127-159-152.ncsoft.com [206.127.159.152]
over a maximum of 30 hops:
0 khgd [192.168.1.3]
1 192.168.1.1
2 10.0.0.1
3 10.225.83.161
4 bb01.constanta.rdsnet.ro [213.154.123.70]
5 br01.bucuresti.rdsnet.ro [213.154.124.94]
6 lag-20.bear1.Bucharest1.Level3.net [212.162.45.241]
7 ae-2-70.edge6.Frankfurt1.Level3.net [4.69.154.74]
8 ae-2-70.edge6.Frankfurt1.Level3.net [4.69.154.74]
9 195.16.161.58
10 206-127-157-86.ncsoft.com [206.127.157.86]
11 206-127-157-102.ncsoft.com [206.127.157.102]
12 206-127-159-152.ncsoft.com [206.127.159.152]
Computing statistics for 300 seconds…
Source to Here This Node/Link Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 khgd [192.168.1.3] 0/ 100 = 0% |
1 0ms 0/ 100 = 0% 0/ 100 = 0% 192.168.1.1
0/ 100 = 0% |
2 —- 100/ 100 =100% 100/ 100 =100% 10.0.0.1
0/ 100 = 0% |
3 —- 100/ 100 =100% 100/ 100 =100% 10.225.83.161
0/ 100 = 0% |
4 3ms 0/ 100 = 0% 0/ 100 = 0% bb01.constanta.rdsnet.ro [213.154.123.70]
0/ 100 = 0% |
5 7ms 0/ 100 = 0% 0/ 100 = 0% br01.bucuresti.rdsnet.ro [213.154.124.94]
0/ 100 = 0% |
6 —- 100/ 100 =100% 100/ 100 =100% lag-20.bear1.Bucharest1.Level3.net [212.162.45.241]
0/ 100 = 0% |
7 39ms 0/ 100 = 0% 0/ 100 = 0% ae-2-70.edge6.Frankfurt1.Level3.net [4.69.154.74]
0/ 100 = 0% |
8 38ms 0/ 100 = 0% 0/ 100 = 0% ae-2-70.edge6.Frankfurt1.Level3.net [4.69.154.74]
0/ 100 = 0% |
9 40ms 0/ 100 = 0% 0/ 100 = 0% 195.16.161.58
0/ 100 = 0% |
10 —- 100/ 100 =100% 100/ 100 =100% 206-127-157-86.ncsoft.com [206.127.157.86]
0/ 100 = 0% |
11 —- 100/ 100 =100% 100/ 100 =100% 206-127-157-102.ncsoft.com [206.127.157.102]
0/ 100 = 0% |
12 39ms 0/ 100 = 0% 0/ 100 = 0% 206-127-159-152.ncsoft.com [206.127.159.152]
Trace complete.
Started to use https://www.hideipvpn.com/ and could connect normally, new tracert under vpn connection incoming as soon as it gets finished
——————vpn——————
>pathping -4 -q 100 206.127.159.152
Tracing route to 206-127-159-152.ncsoft.com [206.127.159.152]
over a maximum of 30 hops:
0 khgd [10.7.2.234]
1 10.0.0.1
2 87.117.198.1
3 87.117.212.37
4 610.core1.hex.as20860.net [62.233.127.181]
5 ae5.lon25.ip4.gtt.net [46.33.94.1]
6 xe-1-0-0.fra23.ip4.gtt.net [89.149.186.182]
7 89.149.164.42
8 206-127-157-86.ncsoft.com [206.127.157.86]
9 206-127-157-102.ncsoft.com [206.127.157.102]
10 206-127-159-152.ncsoft.com [206.127.159.152]
edit—-
all good now
(edited by Hex.6415)
Running into the thief seems to help, also spamming clones on top of him.
Mender’s purity for this encounter is a must tho (napalm cat spec by Osicat)
If he runs away to maintain range, the battle is half won.
1. Spec for condi
2. Debilitating dissipation + Crippling Dissipation
3. Thief kills clone
4. ???
5. Profit
Power/shatter mesmer I’d expect to have less options available when the shatter skills are on CD.
Best bet seems to be condi spec with lots o’ dire gear. But now you will find that most thiefs tend to simply run away -__-
Can also be used to gather a node of something when you can’t be kitten d to clear the mobs surrounding it
+ can’t even count the number of times it proved useful in WvW
I’m trying a zerker build in wvw recently (GS/S-S) and I find that in 1v1 situations vs thief it helps having 3 anti-melee options.
If I’m aware there’s a thief around, and he’s aware of me and moving in to intercept, I usually do this (start in S-S set):
- S-4: when the thief saw you and stealthened, count to 2 then activate it. Most of the times they’ll waste their opener on that.
- S-2: activate it right after the thief opened
- dodge (just because)
- switch to GS
- GS-3 in the general area of where thief was last seen, or GS-5 for the interrupt and the breathing room if he’s still on my back.
Most thiefs are now in stealth or trying to reset the fight, but if the above go well, you have a good chance of fighting them off.
Also have to remember if the thief doesn’t want to be killed he won’t, but at least you will have survived, for now.
IGN: Meystearica
Role: Scholar (maybe Tester too later on)
Server: Gunnar’s Hold (EU)
Playstle: WvW with a sprinkle of PvE.
Time: around 17:00 – 21:00 GMT
On my medium-high pop server the wvw commanders seem to be happy for some reason when a mesmer finally shows up in primetime.
Then all you hear on TS mesmer wise is veil this, strip that, timewarp there …etc.
…I’m not helping, I’m sorry.
Right now the pathing of minions is tied to mob AI
Well, funny you should say that, I have face-tanked plenty a melee NPC mobs in my time, and none of them stood there waiting for me to kill it and not attacking.
However what I do suspect is they tied Golem AI to a RANGED mob NPC, which would explain the following:
- walk along a straight line
* begin attacking from range 1 npc
* see golem freeze in it’s tracks, staring down my mob
* observe npc mob approach
* observe golem start meleeing the now in melee range NPC
* observe golem remain rooted in place (dumbfounded, gobsmacked, zomg what happened!) while NPC mob gets some distance from the golem.
I bet they will do something along the lines (numbers pulled out of thin air):
Char 1: rank 40, 100,000,000 wxp
Char 2: rank 200, 300,000,000 wxp
Char 3: rank 5, 1000 wxp
ACC-wxp patch hits
Char 1: gets rank 40 + [rank coresponding to (300,000,000 wxp + 1000 wxp)]
Char 2: gets rank 200 + [rank coresponding to (100,000,000 wxp + 1000 wxp)]
Char 3: gets rank 5 + [rank coresponding to (100,000,000 wxp + 300,000,000 wxp)]
After that you get to customize every char with it’s own pool of wvw rank points.
Then, every WXP any char gets, is put in every char’s wxp pool that you have.
One thing they may go for is to make “gifted” wxp less, as in char that got the wxp gets 100%, the other chars get a % of it, based on the wvw rank difference between them. So a rank 5 will give 5/200 % of it’s received wvw xp to the rank 200, and of course, a rank 200 will “gift” only 5/200 % of it’s received wvw to the rank 5 dude.
And this means no rank points reset needed.
Skill lag in WvW, steps to reproduce:
- Get each faction to a 50+ man zerg.
- Direct the 3 zergs in a small area like the StoneMist Castle lord room.
- Spam skills
- ????
- ZOMG SKILL LAG
Edit: also the reason I think there are more skill lag posts for wvw is the new wvw season started, and the zergs are bigger + more frequent. Hence “more” lag.
(edited by Hex.6415)
So very much arguing about conditions ignoring armor and ease of applying, QQ conditions killed me
…
…conveniently ignoring the myriad of ways to nullify (clense/immune) the condition damage to zero on most classes
…conveniently ignoring the condi damage ramp up
…conveniently ignoring that if the condi player makes a wrong move the power player gets to melt him/her or blowing off a good chunk of life
…yeah
To be honest, when I play the necro and bother to slot the skill, I do manage to get my flesh golem to attack in about 20% of the cases.
The cases where it works it has to do with attacking mobs, from out of range, but even in that case is miss or hit (not spelling error).
In other cases ‘scepter 2’ skill would make the golem attack; on other cases scepter 2 would make the golem start attacking, and then break off the attack when the ground animation stopped; other cases scepter 2 would do nothin’
More luilz when npc’s attack the golem, and he does notin’ but shift the idle position or adjust his distance from the player if the player moved.
Is almost like he is a cosmetic companion pet, which is bugged to occasionally attack player’s target…
P.S. This bug also affects the jagged horror too if alive.
(edited by Hex.6415)
Everybody relax.
It’s not like they’ll put existing necro dhuumfire on a skill that can only be activated at certain times, without buffing it’s damage.
Rite? Riiiite ?
I fully expect a buff to life blast-dhuumfire damage by a factor of at least 2 in order to preserve current necro damage output. Also with life blast pierce it may actually be something to consider taking.
…skillful play and all that…
(oh noes…life blast pierce and dhuumfire proccing on every pierced target… means life blast damage will be nerfed after next patch…!)
(December 2015 patch notes: life blast generates a nice looking red debuff icon when it contacts the enemy. The icon will be animated and will display a red santa dancing around a fire. The effect will be cosmetic only and can be purchased for 150 gems to permanently unlock)
Everyone is getting ready for yet another nerf to condition builds and so have begun practicing running power builds
Confirming. Went balls out in wvw with full berserker/DS build recently. Quite fun to roam and warm fuzzy feelings pop up when you 3-shot some thief, but zerg warfare is a no go.
Power without toughness = ouch.
Anyways, my mesmer alt is rapidly gaining levels.
and my build is not suposed to die to necro
/thread guise
His build makes him immune to being killed by necros. There’s nothing else to be said here since his death by necro must have been the effect of a bug or hack.
:rolleyes:
Why the VPN solution worked for you I suspect it had to do with the network routing at that time.
Imagine traffic flowing into the left side → lags
Traffic flowing into the right side of the server → all ok.
The VPN put you on the ‘right side’ of the traffic, bypassing the underperforming bit. However there’s no guarantee that the next guy will have the same results. Still, it’s worth a try.
I doubt it’s traffic shaping since my ISP doesn’t do that, and if it did it should have happened at regular times (i.e. peak). Since it’s random I doubt is ISP traffic shaping related.
My guess it’s eighter DDoS, and the server guise are changing the active server when it’s under attack (in this case wait 30 minutes, restart client). If they managed to fend it off, then you should have no problems.
Or it can be something internal, as in something over-stressed (cut down running costs → lower server processing capacity or network resources → lag ensues, eventually)
19:25 CET Gunnar’s hold EU lag is back -_-;
Edit: all ok, again, after a few client restarts and 20-30 minutes wait.
(edited by Hex.6415)
Experienced lag on Gunnar’s hold EU server, lag started at about 16:46 CET, ended at 17:04 CET (crosses fingers hoping it doesn’t return)
tracert:
tracert 206.127.159.139
Tracing route to 206-127-159-139.plaync.com [206.127.159.139]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 192.168.1.1
2 2 ms 3 ms 2 ms 10.0.0.1
3 3 ms 3 ms 3 ms 10.225.83.129
4 3 ms 3 ms 3 ms bb01.constanta.rdsnet.ro [213.154.123.70]
5 15 ms 6 ms 7 ms br01.bucuresti.rdsnet.ro [213.154.124.94]
6 21 ms 20 ms 21 ms port-channel201.car1.Bucharest1.Level3.net [212.
162.45.41]
7 36 ms 38 ms 36 ms ae-8-8.ebr2.Budapest1.Level3.net [4.69.141.30]
8 36 ms 35 ms 36 ms ae-102-102.ebr1.Budapest1.Level3.net [4.69.201.1
37]
9 36 ms 35 ms 36 ms ae-42-42.ebr3.Frankfurt1.Level3.net [4.69.201.10
6]
10 36 ms 36 ms 36 ms ae-63-63.csw1.Frankfurt1.Level3.net [4.69.163.2]
11 35 ms 37 ms 35 ms ae-1-60.edge6.Frankfurt1.Level3.net [4.69.154.10
]
12 39 ms 36 ms 37 ms 195.16.161.58
13 39 ms 39 ms 39 ms 206-127-157-86.plaync.com [206.127.157.86]
14 42 ms 45 ms 48 ms 206-127-157-102.plaync.com [206.127.157.102]
15 * * * Request timed out.
While lag was going on, a continuous ping to hops 11 and 12 (ae-1-60.edge6.Frankfurt1.Level3.net [4.69.154.10] and 195.16.161.58) went through without issues/packet loss.
@Diamond Llama.9328 I had that too yesterday, couldn’t log in at all, it’s not on your end.
Only thing you can try is to change your DNS server to google DNS or openDNS to try to bypass the faulty Anet network resource, but chances of success are slim to none.
Kiss your today’s laurel goodbye.
Anyway, my lag problem, again:
Gunnar’s hold server/EU
tracert 206.127.159.154
Tracing route to 206-127-159-154.plaync.com [206.127.159.154]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 192.168.1.1
2 2 ms 3 ms 2 ms 10.0.0.1
3 37 ms 4 ms 3 ms 10.225.83.129
4 3 ms 3 ms 3 ms bb01.constanta.rdsnet.ro [213.154.123.70]
5 6 ms 6 ms 6 ms br01.bucuresti.rdsnet.ro [213.154.124.94]
6 20 ms 20 ms 20 ms port-channel201.car1.Bucharest1.Level3.net [212.
162.45.41]
7 36 ms 36 ms 36 ms ae-8-8.ebr2.Budapest1.Level3.net [4.69.141.30]
8 35 ms 36 ms 36 ms ae-102-102.ebr1.Budapest1.Level3.net [4.69.201.1
37]
9 36 ms 37 ms 36 ms ae-44-44.ebr3.Frankfurt1.Level3.net [4.69.201.11
4]
10 36 ms 35 ms 36 ms ae-93-93.csw4.Frankfurt1.Level3.net [4.69.163.14
]
11 37 ms 36 ms 35 ms ae-4-90.edge6.Frankfurt1.Level3.net [4.69.154.20
2]
12 40 ms 39 ms 39 ms 195.16.161.58
13 39 ms 40 ms 41 ms 206-127-157-86.plaync.com [206.127.157.86]
14 47 ms 45 ms 46 ms 206-127-157-102.plaync.com [206.127.157.102]
Started the day at about 8:00 CET with lots o’ of lag, at about 13:00 CET the lag went away, only to appear again at 17:16 CET + 7:11:3:191:101 error on DC.
While the lag was (is) in full force I tried a continuous ping to the 195.16.161.58 hop which went through without problems/zero packet loss and good latency while disconnecting a few times and lagging. Hops 13 and 14 I guess are firewalled to block ICMP traffic.
So if all the route before the firewalled hops was ok, then the issue may be of internal server issues or other problems in the server network.
Edit: seems fine now
(edited by Hex.6415)
Getting severe lag/de-synchronizations and disconnects today. Been fine otherwise.
A good tracert looks like this
C:>t;tracert 206.127.159.108
Tracing route to 206-127-159-108.plaync.com [206.127.159.108]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 192.168.1.1
2 1 ms 2 ms 1 ms 10.0.0.1
3 2 ms 2 ms 2 ms 10...*
4 3 ms 3 ms 3 ms bb01.constanta.rdsnet.ro [213.154.123.70]
5 6 ms 6 ms 4 ms br01.bucuresti.rdsnet.ro [213.154.124.94]
6 21 ms 19 ms 20 ms port-channel201.car1.Bucharest1.Level3.net [212.
162.45.41]
7 35 ms 35 ms 37 ms ae-8-8.ebr2.Budapest1.Level3.net [4.69.141.30]
8 35 ms 36 ms 34 ms ae-102-102.ebr1.Budapest1.Level3.net [4.69.201.1
37]
9 36 ms 35 ms 38 ms ae-42-42.ebr3.Frankfurt1.Level3.net [4.69.201.10
6]
10 35 ms 34 ms 36 ms ae-73-73.csw2.Frankfurt1.Level3.net [4.69.163.6]
11 35 ms 35 ms 34 ms ae-2-70.edge6.Frankfurt1.Level3.net [4.69.154.74
]
12 36 ms 37 ms 35 ms 195.16.161.58
13 36 ms 36 ms 36 ms 206-127-157-86.plaync.com [206.127.157.86]
14 58 ms 36 ms 44 ms 206-127-157-102.plaync.com [206.127.157.102]
15 * * * Request timed out.
16 ^C
But also had a decent amount of tracert’s that have issues at the same hop, IP: 195.16.161.58, which seems to be located somewhere in the UK according to whois database
C:;tracert 206.127.157.102
Tracing route to 206-127-157-102.plaync.com [206.127.157.102]
over a maximum of 30 hops:
1 1 ms <1 ms 1 ms 192.168.1.1
2 2 ms 2 ms 2 ms 10.0.0.1
3 2 ms 3 ms 2 ms 10...*
4 3 ms 3 ms 3 ms bb01.constanta.rdsnet.ro [213.154.123.70]
5 21 ms 21 ms 21 ms 213-154-126-84.rdsnet.ro [213.154.126.84]
6 20 ms 21 ms 20 ms 213-154-126-84.rdsnet.ro [213.154.126.84]
7 20 ms 21 ms 20 ms dialup-212.162.26.129.frankfurt1.mik.net [212.16
2.26.129]
8 36 ms 36 ms 36 ms vl-3102-ve-129.ebr1.Budapest1.Level3.net [4.69.2
01.153]
9 45 ms 37 ms 36 ms ae-43-43.ebr3.Frankfurt1.Level3.net [4.69.201.11
0]
10 36 ms 37 ms 36 ms ae-93-93.csw4.Frankfurt1.Level3.net [4.69.163.14
]
11 36 ms 37 ms 36 ms ae-4-90.edge6.Frankfurt1.Level3.net [4.69.154.20
2]
12 195.16.161.58 reports: Destination net unreachable.
Trace complete.
Also the obligatory: was running a continuous ping to google while also listening in on TS3 coms in a 50 man channel and none of them showed any signs of network troubles, no lost packets, no nothin’.
So it’s something outside my ISP’s control.
Edit: seems better now
(edited by Hex.6415)
It’s funny to be primary in wvw zergs cuz of ‘necro free loot bag’. And by funny I mean ‘not funny’.
As a norn I’’ve used the leopard stealth thingy to escape on occasions (* gasp * … necro loot bag escaped! nerf norns !), but other necro races are not that lucky
(edited by Hex.6415)
For the marionette, they must reward completion differently, If I complete the second phase but others do not, it would be more fair to reward me a second chest
+1
It’s so annoying to kill your platform and look around to see a single platform has wiped and failed the event…
Where’s why I think that:
Consider the following totally arbitrary values:
10 debuff slots
10 players
1 mob being pounded on
1 second client update interval
- Server has to keep track and update 10 players x 1 times/second the status of each player health and communicate this to each player, so 10 × 10 actions/s
- Each player spams 1 attack/s, and the server must inform each other player that the skill was triggered: 10 × 10 actions
- Each debuff slot has to be tracked and communicated to each player: 10 debuff slots x 10 players = 100 actions
- Total: 10×10 + 10×10 + 10×10 = 300 actions/s
Now increase number of debuff slots to 100:
- Server has to keep track and update 10 players x 1 times/second the status of each player health and communicate this to each player, so 10 × 10 actions/s
- Each player spams 1 attack/s, and the server must inform each other player that the skill was triggered: 10 × 10 actions
- Each debuff slot has to be tracked and communicated to each player: 100 debuff slots x 10 players = 100 actions
- Total: 10×10 + 10×10 + 10×10 = 1200 actions/s
Now also increase the number of players to 100:
- Server has to keep track and update 100 players x 1 times/second the status of each player health and communicate this to each player, so 100 × 100 actions/s
- Each player spams 1 attack/s, and the server must inform each other player that the skill was triggered: 100 × 100 actions
- Each debuff slot has to be tracked and communicated to each player: 100 debuff slots x 100 players = 100 actions
- Total: 10×10 + 10×10 + 10×10 = 30000 actions/s
Now scrap the 100 debuff slots/mob idea and have each player have it’s own separate debuff tracking, oh, and let’s simulate a max 150 players zerg:
Assume each player gets 3 debuff effect on average:
- Server has to keep track and update 150 players x 1 times/second the status of each player health and communicate this to each player, so 150 × 150 actions/s
- Each player spams 1 attack/s, and the server must inform each other player that the skill was triggered: 150 × 150 actions
- Each debuff slot has to be tracked and communicated to each player: (3 debuff slots x 150 players = total debuffs) x 150 players = 67500 actions
- Total: 150×150 + 150×150 + 67500 = 112500 actions/s
Ok…now let’s add some more mobs in the equation … or not, cuz the server can’t handle it without croaking…
Observe the progression:
300
1200
30000
112500
In reality the server tracks lots of more stuff than the simple exercise above.
The network traffic and the server resources needed to calculate the world and update the clients increase exponentially with the number of players, mobs and the number of tracked events.
Some changes can be made to accommodate more debuff slots, but all come at a cost:
• limit the number of players in the same area (instanced areas with a cap on #of players. Think 25 man raids max) and otherwise discourage player gatherings (wow does this)
• When a certain threshold is reached, start calculating the world and updating the clients with a lower frequency (EvE does this. A 5 minute fight takes 1 hour to end in a big 2000 player zerg)
I’d expect that if anything, as the technology advances we’ll gonna see a few more debuff slots or a bit higher debuff stack, but nothing spectacular unless the gameplay price is paid.
(edited by Hex.6415)
‘Ring of fire’ server/EU. General heart-ing/personal story gameplay.
Last night when I last played (i.e. EU evening prime time) I also experienced lag, but fortunately only a couple disconnects.
I doubt it’s my ISP since when I started gw2 I also started a continuous ping to google. Over a 7-ish hour session I had zero dropped packets to google, but a noticeable amount of gw2 lag spikes concentrated twords the middle-end of my gaming session.