Lag/DC Issues with West Commonlands Event

Problem with pathing,spawns etc - post here
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ocsi
Posts: 180

Re: Lag/DC Issues with West Commonlands Event

Post#11 » Sat Nov 07, 2015 2:15 pm

Each event has 1 item it seems, and they are:

Band of Zombie Brains
Molted Spider Mask
Pumpkin laced earring
Werewolf Bane Necklace

Each with an worn illusion effect... search the items to see the different tiers available.

Also, it seems that the bosses hit extremely hard... T9 basically one-shots Eschew for up to 72k dmg, and T7 is hitting around 16-23k, given some rounds were multiple hits and still procs the donor shield (through Rk3 discs / donor warr disc). Seems weird since I can tank any T8 boss and never proc shield (unless its volkara spiders casting at me all at once). :roll:

No lag during the events for my group of 6 though, and each character present for the event was rewarded the item to the cursor. Seems to be working for the most part ;)
Your friendly neighborhood gnome,

Eschew.

Vaion
Posts: 3712

Re: Lag/DC Issues with West Commonlands Event

Post#12 » Sat Nov 07, 2015 2:56 pm

Will look at the multiplier for T7 & 9 here in a few :)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Niixnec
Posts: 334

Re: Lag/DC Issues with West Commonlands Event

Post#13 » Sun Nov 08, 2015 5:54 am

Tried the T7 Zombie event this afternoon (12pm EST). Started event and first wave caused lag hiccup where connection meter went goes down to 95% back up to 100% for a few seconds. After that I could cast, etc. Gained agro on tank and took out first wave. 2nd wave spawned and same issue. Took a little longer to get agro due to lag. 3rd wave hit, little bit longer to control due to lag but still had a couple of spawns up from previous wave. In the end, able to kill spawns/named and get reward.

Attempted the werewolf this evening (11pm EST). Put group behind quest giver. Started fight and spawns came in. Lag spike to the point did not see Tank death until after he was dead, the rest of the raid was ported due to spawn limit so guessing the 2 wave came in before I could even get control of first wave. They had the same graphical issue that was happening last year in North Karana and HoH where the mobs appear to be moving then disappear and reappear where they were originally.

Anyway, didn't bother trying again as appears to be unplayable at the moment.

Only my 20 in the zone both times.

regards,
Niix

Vaion
Posts: 3712

Re: Lag/DC Issues with West Commonlands Event

Post#14 » Sun Nov 08, 2015 6:38 am

Hmm that's really weird. The next waves should not be spawning until all the mobs from first wave have been defeated. In fact it has coding specifically designed to handle it that way.

I went in and lowered the max # of spawns per wave down from 24 to 16.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Stickybuds
Posts: 883

Re: Lag/DC Issues with West Commonlands Event

Post#15 » Sun Nov 08, 2015 7:59 am

Had no lag issues with only 6 people. But i died from being overwhelmed by mobs, i dont have enough dps to kill a wave before the next wave spawns resulting in a lot of mobs.

Tried again with stinkbox helping me, we had 12 players, 1st wave spawned and laged so bad, we were totally lagged out for 5-10 seconds and then the whole wave just ate the tank at once.
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Stickybuds
Posts: 883

Re: Lag/DC Issues with West Commonlands Event

Post#16 » Sun Nov 08, 2015 8:14 am

This is on werewolf event T9 btw, everytime a wave spawns we get major lag for like 10seconds
after everything is fine no lag, then when next wave spawns lag monster comes with it
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Vaion
Posts: 3712

Re: Lag/DC Issues with West Commonlands Event

Post#17 » Sun Nov 08, 2015 8:44 am

Just pushed the following changes:

o Checks on wave mobs was slowed down from 5 to 15s after the wave begins. Hopefully this will reduce some lag that is initially encountered on spawn.
o Changed the method for checking if wave mobs were still present in the zone. Should be much more efficient.
o Waves limited to 16 mobs now instead of 24.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Stickybuds
Posts: 883

Re: Lag/DC Issues with West Commonlands Event

Post#18 » Sun Nov 08, 2015 9:23 am

Tried it again, back down to just 6 players atm.
This time spider, ill go back to werewolf next and report.

The lag is still about the same, even with just 6 players. The mobs spawn, and run to me, but there is like 5-10 sec delay before i can attack them and when they finish lagging they wrap back to the place they spawned at then run forward, but they usually agro and start attacking my enchanter as soon as they spawn and before i can attack back.

They are only spawning 2 mobs now, it was like 6 or something before, for a 6 man grp. So im killing them well before the next round spawns. I would say boost this back up. 2 is very easy to kill even with my low dps and dont do any dmg to the tank even at T9 difficulty

So as im typing this ive been waiting on the boss to spawn, and its not. So i take a look at my map and i found the other NPCs lol, they spawned off by the skeleton tower past the dev camp. Gonna go agro them now.
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Stickybuds
Posts: 883

Re: Lag/DC Issues with West Commonlands Event

Post#19 » Sun Nov 08, 2015 9:25 am

well i found the missing npcs and there were 24 of them waiting me haha. I didnt survive =)
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Stickybuds
Posts: 883

Re: Lag/DC Issues with West Commonlands Event

Post#20 » Sun Nov 08, 2015 9:41 am

back on werewolf T9 event. The wave of mobs are all spawning in one spot here. Lag is still there but better since they spawn and have to run to you. The 2nd wave still spawned while I was killing the 1st wave. Had to evac.
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