Lag in HOH

Problem with pathing,spawns etc - post here
Dreos
Posts: 489

Re: Lag in HOH

Post#21 » Sun Feb 16, 2014 6:50 am

I've had a lot less de-syncs happen when going into HOH since the minis have been disabled, so something with that seems to be helping!

Vaion
Posts: 3712

Re: Lag in HOH

Post#22 » Sun Feb 16, 2014 2:19 pm

Good to hear. I've been slowly working through the logs that we have on HoH. Right now I have narrowed down two scripts that are causing lots of issues: Vision of Csarth and Guardians of Death. As already stated, all the minis have been disabled and I have also disable the Guardians of Death script (except the Godly point allocation).

More to come :)
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"!

825th_tomcat
Posts: 369

Re: Lag in HOH

Post#23 » Sun Feb 16, 2014 5:15 pm

So essentially, the Guardians of Death are just tank n spank for the time being?
Khaleesii - Spellfire - Lorenza - Cyred - Lenander - Drakium
Jaqen - Cerseii - Leven - Maiah - Tyriion - Reem
<And His Amazing Friends>

Vaion
Posts: 3712

Re: Lag in HOH

Post#24 » Mon Mar 03, 2014 1:19 pm

Pushed a pretty major optimization to the kill code tonight. Please keep us posted if it helps the issue.

Plans are if the optimization helps, to push it onto the minis as well and reactivate them with this week's reboot.
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"!

User avatar
Rude
Posts: 454

Re: Lag in HOH

Post#25 » Tue Mar 04, 2014 11:29 am

Seems to have helped dramatically, though our raid this morning was pretty small (~30), I saw zero lag from kills in my mass pulls. My earlier raid with ~50 didn't see much lag either, though no mass kills were really being done.

I think this momentous step forward in lag reduction should be commemorated with a double godly points week! <cough> <cough> :twisted:

Also, a suggestion: perhaps when minis get placed back into the zone they can reward points slightly higher than trash kills? ~25ish? in addition to their already small chance to drop symbols? The symbol drop rate on them is pretty low. Last I recall, I had to kill roughly 20 to get one 50pt symbol >.< This would encourage people to actually kill them instead of just FD flopping them into nothingness :P Everyone usually fades the Duke unless they have 1-2 boxed groups, or a donored DPS out of fear he'll just DT the tank. Arch Bishop *always* ignored unless he's needed for progression because of his mana drain/DT which isn't limited to the temple, it appears to be zone-wide (may be a bug with auras attaching the aggro to people parked at ZI, I've run in to solo him with warrior leaving group at zone in and they get mana tapped and DT'd just the same.) Enji's positionals seem to not be completely functional, unless I'm mistaken (fangs and thorax emote works properly, frontal/behind accordingly, but legs and body do a 360 degree AE).

Vaion
Posts: 3712

Re: Lag in HOH

Post#26 » Tue Mar 04, 2014 1:29 pm

That's great news! Keep us posted if it starts picking up again or anything.

I also went in and did some work on the Minis:

Enji's emotes/special attacks should function a bit smoother now. Thorax/Fangs work as normal, Body is now avoidable (was unavoidable before) and gave a little more leeway on the avoidableness(?) of the legs attack.

Also I optimized the ****** out of Ikliz. His mana drain/HP Heal used to be roughly 25 lines of code, I got it optimized and functioning in 8. Also, Ikliz will no longer take more than 50% of your maximum mana now.

Additionally, did some work on Gurzan. Apparently he was super broken (part of the script was never even finished). I don't know how well it will work right now since I haven't had a chance to get into the game and test it out, but he should actually be doing what he was intended to :shock:
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"!

User avatar
Rude
Posts: 454

Re: Lag in HOH

Post#27 » Wed Mar 05, 2014 5:51 pm

Slightly off topic, but spiders are behaving oddly after today's patch. They are checking nearby PCs regardless if they are on hate list, and the AEs are so huge that usually they don't kill the PCs, they bring them waaaay into negative % hp where they lay there until you heal them for a few hundred thousand HP to get them back up ;)

Vaion
Posts: 3712

Re: Lag in HOH

Post#28 » Wed Mar 05, 2014 7:50 pm

K thanks, we will investigate it and see what's going on.

Any lag updates?

Also the minis should be returning later today when I get a chance to get online.
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"!

User avatar
Rude
Posts: 454

Re: Lag in HOH

Post#29 » Thu Mar 06, 2014 12:15 am

Lag has been pretty minimal. Only seeing the lag you'd normally expect when people load their 20+ boxes into the zone at the exact same time, and the spike that occurs when that happens is pretty small. There's still a very very small spike when someone kills 25 mobs within a .5 second timeframe (I'm looking at YOU, Bate! :P) but under previous conditions, the spike from such a kill would have resulted in a HUGE spike vs the very tiny one I've seen today. Very good change :) Thanks a TON for fixing that, Vaion! You've made point raiding in HoH actually playable again :D

Vaion
Posts: 3712

Re: Lag in HOH

Post#30 » Thu Mar 06, 2014 9:41 am

Rude wrote:Slightly off topic, but spiders are behaving oddly after today's patch. They are checking nearby PCs regardless if they are on hate list, and the AEs are so huge that usually they don't kill the PCs, they bring them waaaay into negative % hp where they lay there until you heal them for a few hundred thousand HP to get them back up ;)


Looked into the spiders...

They are only nuking people on their Hatelist (or atleast that is what the code is limited to), however I did lower the % nuke from 15% of maximum HP to 7% of maximum HP. Additionally, I added a distance check on the NPC vs Entity on Hatelist so that the spiders will only nuke people they are aggroed on that are within 200ft.
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"!

Return to “Zones”

Who is online

Users browsing this forum: No registered users and 1 guest

cron