Last night was really bad. I started on Argon and the lag wasnt too bad. In fact apart from a couple of tiny lag spikes which lasted half a second at most. I was quite impressed the only annoying thing was the mobs seem to be frozen quite often. It was very Quiet on Aron last night. So maybe this contributed to how little lag i was seeing.
I than decided to jump on Cormyr and wow what a difference a server can make. We were literally getting frozen for 10-30 seconds at a time. I remember at one point i was trying to talk to some people in chat and tells and my messages were not appearing for over a minute. Than when i wanted to switch toons it took about 3 minutes to actually log out of the toon i was on. In the end i had to Alt F4 to close the client down and restart the game.
SSG really really need to get to the bottom of this, I was soo excited when they announced the new server. i really thought all our problems were solved.
The thing is with this new server we dont have the following
Night Revels
Tr's with multiple past lives
TR caches
Repeaters firing and procing at standard speeds
If anything Cormyr should be running perfect and we should all be singing our praises to SSG.
We were speculating last night whether the mist stalkers were causing the lag, as the software was having to check constantly when to spawn the mists in and than once they had spawned in once, the checks were still going on, but than a second check woult stop them from appearing as they had already appeared once in the quest. Could this be the cause of the lag on Cormyr. I cannot honeslty remember the lag being this bad in the hound season of HC. Some were saying it was the MD Expansion that has started to cause the game to lag and the new wild mage class with the new choas procs, that the software now has to check for.
I am quite worried that this lag is not going to be solveable.
the problem with "gamers" is they worry about the wrong things.
1 this is a hardware/software interface issue. as with any big launch there are issues with system performance, even more so with instanced online games.
for a persistent MMO game world all players are in the same world and deal with gating/packet transfer issues but everyone is affected the same as no new memory or temp storage is required for each character.
This is not so with instanced games like DDO each new instance requires a new part of memory or temp storage to maintain the instance. so if you have 50 players online and they all form groups of 5 each and each group were to play the same quest at the same time, the server needs to allot 10 separate instances. each has their own allocation of normal/rare enemies, locations of resources like collectables and any other variables. now if each of those 50 players solo that means there has to be 50 instances stored in memory/temp so this is a larger drain on resources like memory and data transfer gateways.
the problem is this is the first weekend of this new server so they have not had a chance to see if the resources and coding was ready to handle the load... it wasn't and now they are trying to adjust. this happens with virtually every new launch of an online game in history unless it was a dud.