Is the Lag Supposed to be Improved

Amoneth

Well-known member
SSG - As the title asks, is the lag supposed to be improved or did you have to rollback the changes in last week's patch to fix the client issues? If the former, please could you keep trying, it's still awful. If the latter, are you still working on releasing those changes or have they been abandoned?

Edit - this is not meant as a snarky question, a lot of us came to the conclusion that the changes had been rolled back so some confirmation either way would be appreciated, especially if it's along the lines of "Yes, we rolled them back but we're working on re-releasing them", since that would bring much needed hope
 
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Ambitious

Life Shaper
Although technically wrong, since you probably meant to ask whether the amount of lag has been actually reduced (not improved), it is a valid question.

There has been a lot of rumours and speculations going on, that the Friday patch included a rollback or deactivation of performance enhancements implemented on the Wednesday patch.
Subjectively speaking, Wednesday and Thursday were relatively lag free, while after the patch up until now, the lag seemed to have returned.
 
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jotmon

Well-known member
17 year old code compounded with years of stacked Jenga quick fix patches.
fixing lag is a huge task
server_room_200241881-001-56a1adb35f9b58b7d0c1a1f2.png
 
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Amoneth

Well-known member
Although technically wrong, since you probably meant to ask whether the amount of lag has been actually reduced (not improved), it is a valid question.

There has been a lot of rumours and speculations going on, that the Friday patch included a rollback or deactivation of performance enhancements implemented on the Wednesday patch.
Subjectively speaking, Wednesday and Thursday were relatively lag free, while after the patch up until now, the lag seemed to have returned.
From merriam-webster - Some common synonyms of improve are ameliorate, better, and help. While all these words mean "to make more acceptable or to bring nearer a standard," improve and better are general and interchangeable and apply to what can be made better whether it is good or bad.
 
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Saleos23

Member
SSG - As the title asks, is the lag supposed to be improved or did you have to rollback the changes in last week's patch to fix the client issues? If the former, please could you keep trying, it's still awful. If the latter, are you still working on releasing those changes or have they been abandoned?

Edit - this is not meant as a snarky question, a lot of us came to the conclusion that the changes had been rolled back so some confirmation either way would be appreciated, especially if it's along the lines of "Yes, we rolled them back but we're working on re-releasing them", since that would bring much needed hope
This is interesting. After the patch I saw Lag reduced to virtually nil - and I didn't even think i suffered much lag. But when I checked the Discord, no one seemed to be mentioning this due to the 32-bit launcher getting 'nerfed' and so not much feedback on the Lag fixes. I'm largely a soloist and not sure if that has any bearing on my experience versus folks who group play higher level dungeons with far more data moving b/w servers and multiple users in a given instance. Not a dev/coder so if I'm saying things that can't possibly make a diff - my apologies!
 
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LunaCee

Well-known member
On Orien the running joke is the lag fix worked for one day, as lag steadily ramped up to normal levels afterwards.
Well the be fair most of the problem on Orien is way too many people because it got super stacked. And I'm one of the long term (from 2009) natives of the server that got invaded. Makes doing certain activities really iffy more than a couple days past server reboot. Trying to run a raid night on the weekend when a bunch of other people have the same idea is uh. ?
 
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Makarion

Member
On Orien the running joke is the lag fix worked for one day, as lag steadily ramped up to normal levels afterwards.
I'm on Orien, and in my experience so far (playing mostly on European times, but across a wide swath of the week) there seems more lag in public and slayer areas than before, but less frequent and at most equally severe lag in instanced adventure zones. Over all, I think it's been a mild improvement.
 
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Eoin

There is something off about Drossheart and Igan
On Orien the running joke is the lag fix worked for one day, as lag steadily ramped up to normal levels afterwards.
My observation as well. Though the lag feels different now. Less stuck in place, more hitching. Of course over the weekend I stepped into a 3rd instance of market, so probably plenty of people on to stress test the hamsters.

Going to be a big game of whack a mole. Clean up one cause of lag, another cause jumps to the top... which wasn't as much of an issue until the previous fix sped things up. Hopefully it keeps getting easier to find issues while grokking profiler output and logs.
 
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On Orien the running joke is the lag fix worked for one day, as lag steadily ramped up to normal levels afterwards.
As per the @Tolero post earlier today, it seems that players have modified their behavior upon the lag reduction, trying to sprint past all the mobs to rush the end boss to minimize completion time. This puts significant additional stress on the server, negating the benefits of the performance improvements.

Hopefully the mitigation measures they are putting in place (steep scaling of red-name difficulty) will convince at least some people to hold their mounts a little bit.
 
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Dragnilar

Dragonborn of Bahamut
On Khyber the lag was noticeably improved for the first couple of days. However after Friday evening last week, some of the usual symptoms started to appear:

- Dungeon entrance windows were taking a while to load​
- Monsters would do strange things like teleport around or literally move with missing animations as the client and server appeared to be synchronizing and repositioning said monsters​
- Hits on players, hirelings and monsters would have a delay and then register in the usual big bursts of numbers and/or sudden death​
- The usual ui delays, particularly with menus that require repetitious and fast paced actions (I. E. Cannith crafting - dissolving items to essence)​
- Sometimes spells or abilities would still dry fire (I. E. I had a lag wave hit when I used the divine Crusader epic moment and the revive portion didn't go off as expected).​

Again, it wasn't as bad as before but the lag is still definitely there.
 
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Maze

Member
As per the @Tolero post earlier today, it seems that players have modified their behavior upon the lag reduction, trying to sprint past all the mobs to rush the end boss to minimize completion time. This puts significant additional stress on the server, negating the benefits of the performance improvements.

Hopefully the mitigation measures they are putting in place (steep scaling of red-name difficulty) will convince at least some people to hold their mounts a little bit.
Why should we have have to slow down though?
 
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Worse than ever, massive lag spikes have rendered DDO UNPLAYABLE for me (on Argonnessen anyway). Nothing like this ever, only since the supposed fix. Just adding to this thread since it seems more official, but the other thread & poll have more info.
 
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AMess

What, me worry?
Why should we have have to slow down though?
I don't like dungeon alerts either, however its a tricky situation.

Thematically, if a bunch of monsters were chasing you and then you took out their leader, some might go away, but some would be super angry that you killed their friend/family and would go into a crazy mad rage. My point is the dungeon grants xp once you kill most bosses, however that's largely a game mechanic, and the mobs left unkilled, in the fantasy world, would not simply disappear once we get xp, they'd still be chasing you and in most cases blocking the exit.

the new system is gonna make TOEE nearly impossible, before the changes red alerts were just common even with groups being super cautious...so, this "fix" makes some content less desirable to play.

i'd like to support zerging in some way, like for heroics, maybe even epics, but end game r10 should kill you if you go into red because you've angered an army of folks. maybe for non-endgame mobs should just rubber band....i mean. that's no more cheesy than having a boss get a ton more health b/c some folks a few rooms over are banging on the doors trying to help out.
 
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