Cure the lag : Time to REMOVE things

Col Kurtz

Well-known member
the stacking spell/melee power and prr/mrr when hit or hitting enemy whichever applies.

remove this garbage... constantly changing out numbers with every strike cannot be good for lag.

besides, the numbers are tiny... we have like 1200 spell power...casts a spell.. >look its 1210 now! What a waste of good calculating
 

Speed

Well-known member
1. Small step, but have familiars and pets on client side only. Or if there is a public outcry of "I earned this pet to show it off" then have them only displayed in public areas.

All cosmetic things are client side as standard in programming.
Gameplay things are server side.
This means that only gameplay pets like druid wolf, wizard skeleton or summons from spells are calculated server side.
If you have 2 computers, then you can notice that cosmetic pets get random position based on character, so it can be different on each screen, which means it is not fully synchronized, but simplified for optimization reasons.
Too many visuals have potential to cause client side lag even on modern computer if engine has internal limits.
Client side lag can be reduced by lowering graphic settings.

2. Maybe auras effecting other's dice rolls need to be changed? I am just a guy with no dev or coding experience. But logically auras have to add extra to the calculations needed and take bandwidth. If Player A has an aura that effects others then A has to send the calculation to server. It has to change my outcome/stats all in the time when I swing a weapon and send that result back to everyone. Multiplied how many times in how many instances?

Every calculation adds small "brick" to lag.
Removing just auras will not noticeably improve performance since there are tons of other things that have no less impact.

3. Maybe double shots/strikes just need to roll the exact same damage number as the first hit? Same with repeaters. It seems that would reduce the calculations on the server side.

As far as I understood doublestrike/doubleshot update message, that was the intention, so they already just multiplied damage numbers instead of being separated calculation.
Repeater still gets separated proc per shot, but speed is slowed.

4. Admit that the number of active people playing slows down the servers? Do some the math necessary to see how many players need to move to the least populated server and offer incentives to make the move. Keep the population steady during prime time.

Maybe some US people could be transfered to Cormyr, but I guess they already have connections with friends that want to play with.
This still will not solve roots of lag, so if population will grow for some reason and we get more new content that add new calculations, then nothing change for better.
 

Sturmbb

Well-known member
Add another 2 servers: overflow Thrane and overflow Shadowdale, allow transfers to them, redistribute the load until they figure out why the servers can't handle more than 400 at once? Instead of losing customers until they figure it out. Then merge those 2 back into Thrane and Shadowdale respectively?
Like (y)
 

DDO Gaming

Well-known member
We have terrible lag, maybe the solution is to remove useless things...

What do you think about it ?
what could be removed / adjusted to reduce the lag ?
well reaction-emojis have been removed. have you tested the gaming system to see if performance has improved?
 

Icebeast

Active member
All cosmetic things are client side as standard in programming.
Gameplay things are server side.
This means that only gameplay pets like druid wolf, wizard skeleton or summons from spells are calculated server side.
If you have 2 computers, then you can notice that cosmetic pets get random position based on character, so it can be different on each screen, which means it is not fully synchronized, but simplified for optimization reasons.
Too many visuals have potential to cause client side lag even on modern computer if engine has internal limits.
Client side lag can be reduced by lowering graphic settings.



Every calculation adds small "brick" to lag.
Removing just auras will not noticeably improve performance since there are tons of other things that have no less impact.



As far as I understood doublestrike/doubleshot update message, that was the intention, so they already just multiplied damage numbers instead of being separated calculation.
Repeater still gets separated proc per shot, but speed is slowed.



Maybe some US people could be transfered to Cormyr, but I guess they already have connections with friends that want to play with.
This still will not solve roots of lag, so if population will grow for some reason and we get more new content that add new calculations, then nothing change for better.
Thanks for detailed reply. Too bad I could not just put a Thumbs Up on your reply.
 

SquireZed

Well-known member
The durability mechanic - accomplishes next to nothing except punishing people for daring to use a real weapon on an ooze and making rust monsters scare non-warforged characters a little. But probably calculates every time someone swings at something or gets hit by something. I know it's probably not a massive calculation load but it's also pointless except for sinking trivial amounts of plat into repairs and punishing people who die which I mean you might as well just drain a chunk of plat every time someone dies instead if that's the point.
 

Abramax

Emerald Archer
The durability mechanic - accomplishes next to nothing except punishing people for daring to use a real weapon on an ooze and making rust monsters scare non-warforged characters a little. But probably calculates every time someone swings at something or gets hit by something. I know it's probably not a massive calculation load but it's also pointless except for sinking trivial amounts of plat into repairs and punishing people who die which I mean you might as well just drain a chunk of plat every time someone dies instead if that's the point.
very good point (y)
 

Felsyn

Pretty Normal Weird Guy
Ah DDO. The only mmo where you remove features to keep the same decreasing experience. Eventually we will be playing Deserted Desert Online
 
I would bet dollars to donuts that when 5-6 of the standard bonehead 'leet' players in end game are running through wheloon prison to save 30 seconds it is probably sending gamebreaking lag reverberating through dozens of groups. The underlying problem is that these people simply do not understand how to derive enjoyment from just taking it easy and enjoying the interaction of playing with other people in a multiplayer game, they basically gain their enjoyment from the game from actually 'juicing' the server for resources. Its time to actually lay down the law and, yes, force people into a certain 'playstyle' by cranking up dungeon alert to the maximum and stopping unstealthed characters immediately, not waiting for the red alert. Aggroing more than a couple monsters needs to immediately put a stagger on characters slowing them 90%. Its harsh but I can guarantee that when the standard entourage of 'leet' 'tanks' 'cc' 'dps' bozos are doing their ridiculous interpretation of the game, it is freezing up probably 100 other players who are just trying to enjoy the game as it was intended.
 
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