The lag is a heck of a lot better, thank you SSG

Geezer

Well-known member
Yes, the lag is much better, but of course, it hasnt gone away. We'll see how their fix holds up this weekend when more people are on the servers. The monsters in the dungeons still act very erraticly , not attacing at times till you go up and hit them. But heck, Its easier that way :)
 

woq

Well-known member
Lag is much better for sure, but the marilith fight in particular can still have performance issues. I don't really struggle to press my buttons exactly when I want to in any of the other phases, but the marilith one seems to lag out consistently still.
 

Bliv

Well-known member
Died twice in Threats Old and New yesterday night. Once in the ritual room (everything froze for me for a good 15 seconds). As I was healing on my druid, a bunch of us died. Was spamming heals, regens, self temporary HP stuff, nothing got through.

I get raised in the main room, buff a little, then freeze again. Needless to say I was annoyed.

Lag is not as crippling as the last two weeks (yet...), but heck it is very much still there.

I just hope we're not gonna go to a "well it's not as bad as it was" position and tolerate the "old" lag.

At this point, it feels to me like blatant incompetence.

FIX this sh*t. Once and for all.
 

Dandonk

Beater of Dead Horses
Getting some bad lag right now in Voices of the Dead. Just three people in here, but.... yikes...
 

Tyrande

Well-known member
Trust me, if it's a disaster this weekend I'll be the first person with the flame-thrower. But so far so good.
Yes, yes, the lag on the new raid is better; my character(s) only encounter lag in the portal keeper rooms.

However, I thought trolls are afraid of fire and acid? I can't imagine a fire breathing troll; unless you're "Teh Fire Troll"?
 

Tossed Slaad

Well-known member
Lots of freezing mid jump, lag after breakables, and mobs either standing around doing nothing or ignoring damage from my abilities.

Heroic Fey, 3bc, Von 1-4, and Fens for context.

Wish I had better news.


EDIT: Captives (IOD) unplayable atm. Reaper spawns causing 30 sec freeze >dead. Happened on top (near keys) twice.

Break time.
 
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Chacka

Well-known member
Getting some bad lag right now in Voices of the Dead. Just three people in here, but.... yikes...
Just in case you're not aware, the different physical/virtual servers host more than one instance. Therefore, it's entirely possible that server load is caused by another instance, not your own. Depending on the data center, it’s even possible that the server load is caused by another customer, not SSG. At least, that’s what I understand based on my information.

If this is true, it makes tracking down lag sources even more difficult.

Possible Sources of Server Load​

In my opinion, the main cause of excessive server load in DDO is the monster "AI." More monsters seem to cause more lag, which is supported by several observations I've made:

  1. Wheloon Prison:
    When a party recalls in Wheloon Prison and dungeon scaling begins, red Dungeon Alert is almost inevitable as you walk from one quest to another. When this happens, severe lag is almost guaranteed. This is very easy to reproduce.
  2. Temple of Elemental Evil (TOEE):
    In TOEE, too many monsters chain aggro, leading to a similar result: many monsters aggro -> Dungeon Alert -> crippling lag.
It’s also possible that the code for Dungeon Alert itself causes additional server load, possibly due to bugs or inefficiencies.

Areas for Improvement​

If SSG developers want to address lag issues, I believe the first thing they should investigate is the code for the monster "AI" and the Dungeon Alert system.

Of course, other lag sources are also possible. For example, in Shroud, and in Against the Demon Queen (Epic), I tracked a major problem with the dispelling orbs. At one point, it was even possible to crash the entire instance by standing in these orbs, which likely caused severe issues for the whole server.

Looking Forward​

The fact that SSG is now actively addressing these problems gives me hope. Hopefully, we'll see a future where DDO has far fewer server load issues, and developers can focus on improving the game's overall gameplay.
 

Cheeps

Firm Member
  1. Wheloon Prison:
    When a party recalls in Wheloon Prison and dungeon scaling begins, red Dungeon Alert is almost inevitable as you walk from one quest to another. When this happens, severe lag is almost guaranteed. This is very easy to reproduce.
  2. Temple of Elemental Evil (TOEE):
    In TOEE, too many monsters chain aggro, leading to a similar result: many monsters aggro -> Dungeon Alert -> crippling lag.


​

Both those quest areas are not popular.

Imagine if everyone ran them once or twice as they lvl'ed up on the TR train...

With Wheloon they could just make that DB guide who teleports you to the quests for AS not cost AS and that would solve that problem.
 

Chacka

Well-known member
Both those quest areas are not popular.

Imagine if everyone ran them once or twice as they lvl'ed up on the TR train...

With Wheloon they could just make that DB guide who teleports you to the quests for AS not cost AS and that would solve that problem.
The point is, if only one group runs certain problematic quests/slayer areas, it can cause issues for the whole server. Of course this problem would be even bigger if more groups would run such problematic quests/slayer areas.

I’m simply trying to highlight what I believe to be an obvious lag source in DDO.

Wheloon Prison Lag Issues​

The problem with Wheloon Prison arises when you recall from one quest and walk to the next. There are two main reasons for this:

  1. Dungeon Scaling:
    Dungeon scaling causes a large number of monsters to spawn, which might be great if you're looking to farm experience through slayers in Wheloon. However, it's not helpful if you're simply trying to walk to the next quest.
  2. Monsters Detecting Invisibility:
    Monsters in Wheloon can see invisible players, making it impossible to move unseen to the next quest, even if you use invisibility.

Teleporter Solution​

Your idea of using teleporters would work, and it would be even more effective if the NPC for teleporting were located in the public area, such as Wheloon Docks. However, the issue with teleporters is that they make it unnecessary to ever explore or see the outdoor area of Wheloon Prison.

Suggestions for Improvement​

Aside from optimizing the monster AI code to reduce lag, I have a few other suggestions:

  1. Invisibility Option:
    Players should have the option to move unseen to quests using invisibility. This could be implemented with a special invisibility potion that works only in slayer areas making you 100% invisible to everything, has a 5-minute cooldown, and lasts 10+ minutes. Vendors scould sell these special potion for a larger amount of platinum which could also serve as a platinum sink in DDO.
  2. Mounts:
    Another option could be that monsters don't aggro players who are on mounts, making it easier to travel through areas without triggering monster agro which causes large amounts of server load, which in turn causes what we know as lag.

Global Solution for Reducing Lag​

A more general solution to reduce lag caused by excessive monster aggro could involve changing the public group system. If a player joins a public group while in a public area, a window could pop up allowing them to directly enter the quest from anywhere. This way, no one is forced to cause unnecessary lag by trying to catch up with a group already inside a quest.

However, this solution has a potential downside—it might make the DDO world feel less "realistic." Whether the developers would want to go in that direction is another question.
 
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Bueglo

Well-known member
lagged to death - (Standard): You are on server 31 at r1 lx208 ly80 i116 cInside ox76.88 oy-0.30 oz-221.45 h88.6. Game timestamp 472391203.606. Q:0x70011B2E
 
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