Svirfneblin
Well-known member
Pathing. Are we absolutely SURE that mob pathing causes all this laggy lag lag? Its not anything else? Nothing else?
That's what we're being told. Well, that and I guess players playing the game.Pathing. Are we absolutely SURE that mob pathing causes all this laggy lag lag? Its not anything else? Nothing else?
Maybe you guys can look at the poor coding of the pathing changes when you all collectively decided that stealthing your way through a dungeon, pulling mobs one by one, and taking 36 minutes per completion, was too much...Re: Landscapes - We did do some work to reduce how much the monsters care about you when you're cruising through a landscape. We are however still going to need to do some more adjustments in several as there's some areas that are still just A Lot even when you're trying to stick to the main roads.
Re: Dungeons where alert spikes high through no fault of your own - The downside of hand made content is it takes us significant time to catch all the places where this happens, and the adjustments tend to need to be by hand. And change based on player play patterns (a dungeon that may not have been a problem for a decade suddenly becomes one when someone discovers a new way to play it or has a class ability that didn't exist back when the quest was made, etc). We've been going through making a punch list of content that needs minion pruning, though some pruning had already been happening. And we're also working on further tuning what DA functionality does so that it isn't whacking you on the head when you hit those intermittent burst spikes and is more focused on addressing situations of chronically staying at the high end unnecessarily. It's going to be an iterative process ultimately.
Re: Change how the game handles its AI or change other deep code level stuff - This is also on the table after some of the stuff we've seen in the data from the weekend, but touches parts of the game that are difficult to work with and take longer to safely manipulate.
Yeah, I imagine the original coding is c+, could be wrong, there's never any confirmation on that. But that could be used and updated to rebuild everything in ur5. . .but it would be a massive undertaking.Everyone should remember that they are playing a 16 year old game that can be played on an Athlon XP CPU with 2GB RAM and DX 9. The coding is ancient and, without a total overhaul, these things will always continue as they add new stuff (added by new (generation 4.0?) coders. The only conceivable way to do this is to scrap the current coding and rework the entire game. This is not going to happen.
The original code was a custom engine developed by Turbine specifically for DDO.Yeah, I imagine the original coding is c+, could be wrong, there's never any confirmation on that. But that could be used and updated to rebuild everything in ur5. . .but it would be a massive undertaking.
The engine and coding language aren't the same thing. . .c+ is a coding language, the more commonly used one at the time DDO initially came out. I rather doubt that they hand wrote their own computer language not based on existing coding language of the time.The original code was a custom engine developed by Turbine specifically for DDO.
Agree 100%The engine and coding language aren't the same thing. . .c+ is a coding language, the more commonly used one at the time DDO initially came out. I rather doubt that they hand wrote their own computer language not based on existing coding language of the time.
For example, UR5 can use c#, c+, c++, java, and some other coding languages. Heck, if you know it, you can even work in some binary code with all of it.
I completely agree with you. It's one reason when I use to code game worlds that I kept meticulous notes on my work and put instructions in the coding uncommented for anyone who might need to mess with it in the future.The issue isn't the coding language...it's the generation of programmers working on it. Even though c+/c++ are programming languages, the way they are used differs from each programmer/coder to another (call it slang, or dialect, or fingerprint, or signature, or whatever). It's like trying to explain to an American what a 'Lift' is while they are trying to explain to a European what an 'Elevator' is...same thing but with different dialect/slang.
The same thing goes with coding...people writing code 16 years ago used different 'slang' than those coding now (even if it's the same coding language), so if you are looking to add something to old code you are likely to misunderstand it.
That's how they find 'Black Hats' and convince them to become 'White Hats' (rather than go to prison)... they figure out their personal signature in the code.
Trying to fix issues in code you did not write is a painful and time-consuming act. The only way to FIX a lot of the issues with DDO is to remake it.
I agree the raids are definitely getting weird but it seems to happen randomly. I don't think that DA should apply to these because they are already the hardest content in the game and for newcomers to ddo who have never raided before and want to try, this is just gonna turn them off.I don't think it's pathing. Ran the peaks raid tonight with twiggy and tons of fun in it, you know, the two lovely red dragons. The whole raid was a red alert the whole time, it was a log lag fest due to the alert, not to mention the slow debuffs on the entire party and the buffs on the trash mobs and bosses. This is absolutely the worst system ever put into place. Where you can't even do a raid or dungeon in some cases without the game turning into a 5 frame/sec lag fest.
I'll pass, can't stand the graphics of borderlands, and thus refuse to play it.I assume you already have done this... Maybe many times. But it might be worth doing one more playthrough of Borderlands 3 multiplayer, and then consider... Is the problem really too many entities?
We have never claimed that a singular source of lag is the cause of all sources of lag, but yes, pathing-related lag is caused by pathing-related issues.Pathing. Are we absolutely SURE that mob pathing causes all this laggy lag lag? Its not anything else? Nothing else?
I think maybe the problem with that would be that the final result would be people running to bosses and just aoeing whatever hadn't reset, its largely why in MMOs in general, stuff in dungeons doesn't lose aggro.Why not have monsters loose agro after a while or when they no longer loose line of sight?
There is nothing more annoying then have a monster run to you and know exactly where you are even if hidden, with no line of sight and a few room away from him... That cause lag and it is not very realistic.