A quick update.

Xgya

Well-known member
There's no way past lives cause significant lag. They'd almost certainly just be factored into each characters' damage profile, which would almost certainly only get updated on equipment change or buff creation / expiry. Re: an earlier post, the idea the server would see each past life as a different character is an absolute non-starter in terms of remotely plausible programmatic logic.
Whenever I see something that should, by any stretch, be logical, I go back to a dev comment.
"This is DDO, there's probably 3 kinds of Evil damage."

Should it be remotely plausible? Heck no.
Because it's DDO, is it? Sadly yes.
 

daft

Professionally Unprofessional IT Person
There's no way past lives cause significant lag. They'd almost certainly just be factored into each characters' damage profile, which would almost certainly only get updated on equipment change or buff creation / expiry. Re: an earlier post, the idea the server would see each past life as a different character is an absolute non-starter in terms of remotely plausible programmatic logic.
I can't see this being any more than a simple flag saying how many of each class/race completed TR just so they can have the count for appropriate feats at time of reincarnation. It doesn't need to be a dynamic check after the reincarnation process for any reason.
 

Speed

Well-known member
This week we will be deploying phase one of our perf fixes. We have made changes to some systems that were erroneously creating too many entities in landscapes and zones, and this week we will be fixing a lot of those. We expect this to provide performance relief, but we don't think we are out of the woods even with this first round of changes.

As we dug deeper in the problem, we found additional problematic entities. These fixes require the team to go zone by zone and dungeon by dungeon to identify and fix those entities. This second wave of work is ongoing and will go live as soon as we finish it.

I hope this does not mean removing objects that we already see in the game, making places less detailed?

I think it's important to take a look at the VAST number of characters with many past lives; with each past life, there are more and more calculations being made by the game engine, and with MANY veteran past-life-heavy players crowding your servers, those calculations would absolutely create major traffic jams within the server.
Essentially what I'm suggesting is that even though it might show 900 players on a server, at least 200 of those players have multiple past-lives, confusing the server into thinking there are a few THOUSAND players, causing this lag. The reason there's less lag in smaller population servers is simply the lower number of players, especially past-life-heavy players.
Essentially, the past-life system is confusing the servers into thinking there are WAY more players than are actually logged in. And when a group of high-past-life players experience heavy lag on a raid, of COURSE the server can't handle it. It assumes there are DOZENS more players in the raid than there really are.
That's my "I'm-not-a-developer-or-computer-genius-at-all-armchair-critic-gamer-guy" uneducated opinion. :coffee: 🤔

Probably not a problem.
For standard optimization reasons, each "object" like character has variables to store summed up temporary data like for example your specific total spell power, which is only modified during specific "events" like changing items related to this value, so engine is not calculating it each time when you use proper spell, but use ready single summed up number.
Most logical suggestions on this forum are known to experienced programmers, so problem is probably somewhere in less obvious places, overlooked internal bugs (behind the curtain where only programmer can see it in source code "mechanics") and specific scenarios (not so easy to track).

The correlation is: The coders at SSG did not understand the impact that 64-bit processing would have on their very old code. It's not new content, it's old code being parsed by newer technology.

It is just added support for 64-bit long "words" (actually quadword, 4x 16-bit) in registry per CPU cycle (can speed up processing only in case of larger data, so less cycles with divided data are needed) and larger memory address space to use (4 GB vs 16 EB) that is handled by compiler, so not any newer different technology, just increased limits.
We had more 32-bit servers with less population on each, so they had less overload than current ones, but we do not know what are hardware differences and "soft" limits (resources limited virtually, because even with "new" 64 bits, there still can be lower limits than on "old" servers that provider is not mentioning, what means "newer" may not be actually faster).
 

paddymaxson

Deliberately obtuse
There's no way past lives cause significant lag. They'd almost certainly just be factored into each characters' damage profile, which would almost certainly only get updated on equipment change or buff creation / expiry. Re: an earlier post, the idea the server would see each past life as a different character is an absolute non-starter in terms of remotely plausible programmatic logic.
Pretty much agreed on that. Even if you somehow had 400 different bonuses from past lives that'd still be kilobytes not megabytes on the back end, and those only need to be checked periodically/when the game knows something has changed. It's not doing that maths every tick, it's doing "has the maths changed? No? OK then." every tick.

DDO does have a complexity problem in that there are MANY things that need to be checked every singly hit on every single mob which might be the problem, but past lives have't added much to that. If Past lives caused lag then buff spells would cause lag, and probably more than past lives because they come and go much more frequently than your static stats.
 

Spook

Ghostly Troll
The free quest code is there to entice new people to try and stay in the game. Why would they do that when the lag makes the game unplayable?
No the free quest code was to thank us for moving to the new 64 bit servers - here is the info from the LoTRO side.

Free Gift: THANKYOU2025
We want to thank you for your patience and support during our 64-bit server openings and character transfers, which you can read more about here. We still have some work to do, including opening transfers from previously-closed worlds to these new 64-bit servers, opening rotating weekly transfers between the various worlds, and opening a fourth 64-bit server based in the United States. However, we wanted to thank you for your patience so far by offering the following to all players:

50 Mithril Coins
Lesser Elixir of Virtue (2500 Virtue XP)
Pick-a-Mount Box
Universal Ingredient Pack x20
Black Steel Key x5
Players can claim this free gift through May 18th 2025. To claim your gift, use the Coupon Code THANKYOU2025 in the “Redeem Code” field of the LOTRO Store inside of the game. This Coupon Code can be used once per account (1/Account). Please make sure to redeem this gift on the character you wish to receive the gifts.


It is true that it also benefits new players but if SSG delay too long then the goodwill they gained from Pax will be gone. Lotro also released a separate content code very recently.

We would like to thank you for supporting us! Now through November 3rd, 2025, you can enter a special Coupon Code through Redeem Code in the LOTRO Store inside of the game to unlock a trove of Quest Packs for free!

The Coupon Code is: EXPLOREOURWORLD (1/Account, available to redeem through November 3rd, 2025)

This Coupon Code will grant the following to your game account:​

  • Quest Pack: Central Gondor
  • Quest Pack: East Gondor
  • Quest Pack: West Gondor
  • Quest Pack: Old Anórien
  • Region Pack: Far Anórien
  • Quest Pack: March of the King
  • Quest Pack: Battle of the Black Gate
  • Quest Pack: Legacy of the Necromancer
  • Quest Pack: Where Dragons Dwell
  • Quest Pack: The Vales of Anduin
  • Quest Pack: Mists of Wilderland
  • Quest Pack: The Wildwood
  • The Further Adventures of Bilbo Baggins
  • Quest Pack: The Blood of Azog
  • Quest Pack: Rangers and Ruins
  • Quest Pack: Yondershire
  • The Further Adventures of Elladan and Elrohir
  • Quest Pack: Mordor
  • Quest Pack: Minas Morgul
  • Quest Pack: War of Three Peaks
  • Quest Pack: Fate of Gundabad
Additionally, enjoy a limited time sale on select Expansion quests in the LOTRO Store where you will be able to pick up the following items for only 99 points through November 3rd, 2025:

  • Instance Cluster: Return to Carn Dûm
  • Quest Pack: Gondor Renewed
 

Speed

Well-known member
DDO does have a complexity problem in that there are MANY things that need to be checked every singly hit on every single mob which might be the problem, but past lives have't added much to that.

Thats what I like in this game in addition to detailed character building.
I hope they will not simplify it for lag free, but ending as not much different than other games.
 

Speed

Well-known member
No the free quest code was to thank us for moving to the new 64 bit servers - here is the info from the LoTRO side.

It was officially mentioned somewhere on forum that code is delayed until performance is improved enough (possibly with current update, but may take few more in practice).
I guess they want to make some promotional noise with coupon, but knowing current lag, they do not want to make it worse or introduce such experience to completely fresh players (I am not sure how bad it is in their other games).
 

Spook

Ghostly Troll
It was officially mentioned somewhere on forum that code is delayed until performance is improved enough (possibly with current update, but may take few more in practice).
I guess they want to make some promotional noise with coupon, but knowing current lag, they do not want to make it worse or introduce such experience to completely fresh players (I am not sure how bad it is in their other games).
Im aware thats why I asked for the code to be released now as the OP acknowledges that the lag is not going to be fixed in the short term.
 

Neon Puce

Well-known member
ENTITY
plural entities
Synonyms of entity
1
a
: being, existence
especially : independent, separate, or self-contained existence
b
: the existence of a thing as contrasted with its attributes

2
: something that has separate and distinct existence and objective or conceptual reality

3
: an organization (such as a business or governmental unit) that has an identity separate from those of its members

4
: Rare loot tables
 

daft

Professionally Unprofessional IT Person
No the free quest code was to thank us for moving to the new 64 bit servers - here is the info from the LoTRO side.
The free quest code has been given out every year for the past few years specifically for the purpose of player sign up/player retention incentives. I don't think it's any different here, they just moved it later in the year to coincide with the server migrations.
 

Xaerxiessia

Lost in Translation
ENTITY
plural entities
Synonyms of entity
1
a
: being, existence
especially : independent, separate, or self-contained existence
b
: the existence of a thing as contrasted with its attributes

2
: something that has separate and distinct existence and objective or conceptual reality

3
: an organization (such as a business or governmental unit) that has an identity separate from those of its members

4
: Rare loot tables
Aren't you seeing an elephant entity in the dungeon room ? (Or, am I the only one ?)
 
Last edited:

Lt.Demon

Member
Greetings.

An update.
This week we will be deploying phase one of our perf fixes. We have made changes to some systems that were erroneously creating too many entities in landscapes and zones, and this week we will be fixing a lot of those. We expect this to provide performance relief, but we don't think we are out of the woods even with this first round of changes.

As we dug deeper in the problem, we found additional problematic entities. These fixes require the team to go zone by zone and dungeon by dungeon to identify and fix those entities. This second wave of work is ongoing and will go live as soon as we finish it.

Thank you for your patience on this.
Sev~

Severlin, can this be something we as players can help progress? Ex: If you know you need to go through every quest in DDO and Barovia is on your next docket after Reaver's Refuge, ask players to stress test on their own time Barovia quests and look for X / Y / Z occurring. If you see 50 reports for Raven at the Door but 3 reports from Baked Goods, it could be the same issues from Raven and if you fix that entirely, might by proxy fix Baked Goods hicups. We can help if we know what to look for if possible. Just wanting to help as much as we can.
 

svenofnein

Well-known member
Depending on the diagnostic tools being used, those can cause as much grief as whatever the issue is. Run Profiler on a SQL environment during business hours and watch the phone calls roll in about performance. Something is using all the resources available - so, if you can't find it you have to do the very lazy next step of throwing more resources at it until it balances.
 

The Narc2

Well-known member
Depending on the diagnostic tools being used, those can cause as much grief as whatever the issue is. Run Profiler on a SQL environment during business hours and watch the phone calls roll in about performance. Something is using all the resources available - so, if you can't find it you have to do the very lazy next step of throwing more resources at it until it balances.
Ohhh

Maybe DDO audit is causing lag??
 

svenofnein

Well-known member
Ohhh

Maybe DDO audit is causing lag??
Doubtful, they aren't really doing anything different than hitting a button available in game (but hitting it like a rat getting its cocaine fix in the lab (or the person trying to recall from a bad dungeon instance before their XP pot runs out)).
 
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