SO YOU ACTUALLY KNOW HOW TO FIX THINGS!

nicholas

Well-known member
First of all, CONGRATULATIONS on fixing the useless hirelings.
time to f. fix all the mobs pathing!
great job on fixing 1 thing that was broken from ages!
Congrats again!
I heard about the issue with the Aggro Mechanic as well, Were When Hirelings were summoned it would instantly cause a Dungeon alert to Trigger all the way up to purple because all the mobs in the dungeon straight from the Start would see you?
 

rabidfox

The People's Champion
While I was reading the release notes I couldn't help but notice that I didn't read anything about actually fixing lag. Must be my poor reading comprehension skills acting up again.
  • An issue has been corrected with hireling pathing that could cause significant server performance issues if they could not path to their players.
  • Some frills and rocks in Isle of Dread and Myth Drannor have been adjusted as part of the followup work to a recent change on procedural frill generation.
Those are both server performance related.
 

GimpyPaw

Well-known member
They fixed the hirelings because we were able to summon multiple copies. They can sell it as a performance enhancement all they want, not buying it.

Stripping the landscape down like a developer is about to come in and build 1000 homes isn't exactly quality programming either. Landscaping features have been around for a while. Stormhorns has one of the most impressive landscapes out there, and the map is gigantic. Never seemed to cause lag.
 

SquireZed

Well-known member
  • An issue has been corrected with hireling pathing that could cause significant server performance issues if they could not path to their players.
  • Some frills and rocks in Isle of Dread and Myth Drannor have been adjusted as part of the followup work to a recent change on procedural frill generation.
Those are both server performance related.
I believe the frills and rocks mentioned were largely aesthetic and not performance related but I suppose they could be.

The hireling pathing thing has definitely been a performance issue though. I'm pretty sure pathfinding in DDO is pretty inefficient in general, but hirelings seem to have done some incredibly strange stuff in my experience, not sure how bad the performance impact is but I would believe that it's more than an average mob.
 

Beast

Well-known member
I believe the frills and rocks mentioned were largely aesthetic and not performance related but I suppose they could be.

The hireling pathing thing has definitely been a performance issue though. I'm pretty sure pathfinding in DDO is pretty inefficient in general, but hirelings seem to have done some incredibly strange stuff in my experience, not sure how bad the performance impact is but I would believe that it's more than an average mob.
Rocks and frills are aesthetic as long as they don't interfere with pathing.
Pathing and bad ai behavior are probably the most heavy weight on server calculations.
The real issue is this.
We have bad pathing, bad ai.
We have some quests with huge amounts of mobs, TooE, Slavers chain, we have quests with broken floors, just check belly of the beast, mysterious chests spawns most of the times under the surface, therefore is pretty easy to assume that pathing could impact a lot on server calculations.
We have those weird spinning monbs, bad behavior, heavy impact on pathing, bad server performances.

BUT (because in Ddo there is always a but)

It seems they fixed hireling so everything is possibile!
I'm way more confident in a bright future of the game now than ever.
 

droid327

Hardcore casual soloist
First of all, CONGRATULATIONS on fixing the useless hirelings.
time to f. fix all the mobs pathing!
great job on fixing 1 thing that was broken from ages!
Congrats again!
Watch this end up being the source of like 80% of lag lol
 

McFuggins

Well-known member
My theory is the new source of lag, is all the pop ups when one opens a chest now.
Damn it is annoying.
 

kmoustakas

Scourge of Xaos
They fixed the hirelings because we were able to summon multiple copies. They can sell it as a performance enhancement all they want, not buying it.

Stripping the landscape down like a developer is about to come in and build 1000 homes isn't exactly quality programming either. Landscaping features have been around for a while. Stormhorns has one of the most impressive landscapes out there, and the map is gigantic. Never seemed to cause lag.
Yes but stormhorns wasn't procedurally generated.
 

Beast

Well-known member
Watch this end up being the source of like 80% of lag lol
as I stated later you are COMPLETELY right, it will fix 80 (if not more) of the lag.

THEN
we want all the skill that got "changed" (aka nerfed hard) and all the mechanics back.
This (not so simple) feat that they pulled off, unbreaking the hirelings, if done for pathing of all the npc in the game, will fix sooooo much of the current state.
I think that one of the other possible issues is how Reapers hare handled, they spawn, it should be a fixed amount per quest (aka, to make it fast and not scripted 1 by 1 per quest)
N x R(x) x leinght of the quest
Random spawn are cool, but dangerous.
Even if i think that most of the server stress is due to bad ai, pathing and broken terrains, that is pretty much the same issue on 3 different levels
 
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