The Lag is gone…

Sythe777

Well-known member
Had a couple minor hiccups yesterday. Maybe 5ish second long lock-ups. It's still far and away the most lag-free it has been since the launch of the servers though. Hopefully they can focus on the source(s) of those next so we can get some truly seamless gameplay.
 

hit_fido

Waiting for Monster Manual X...
... i am still at a loss to understand how we played with rocks, shrubs, hirelings, trees, bigby's hands etc etc, for 19 years on 32 bit servers, but jump across onto 64 bit servers and suddenly we have to remove rocks, trees, shrubs, bigby's hands and hirelings that arent in eyesight, to get the game to a playable state.
DDO 2025 is almost incomparable to DDO 2006, or even DDO 2012. We have now maybe triple the number of wilderness areas, and certainly more wilderness that are in a constant state of use because of epic past life slayer activity, groups forming and people joining and leaving them frequently. While player population is smaller than 2012, it's still more concentrated and active in those zones than ever before. Bigby hands didn't get introduced until ~2015 and probably weren't in great use anyway until they started dropping for free in daily dice some time after that. When did they first introduce semi-persistent foot prints, Hardcore? So yet more server side objects that have to be tracked and distributed to other players in range. A large segment of the playerbase now has several permanent hirelings that they didn't have back in 2012 either, and many do use them.

Compound this with the huge increase in active abilities players can and do use over time. If you remember the old old I/II/III/IV enhancement lines there wasn't much there, now you have multiple enhancement trees with different buttons to push in each one, epic destinies that add even more, reaper boosts you're pressing. So players are generating way more messages/second that the server would need to process in 2025 than they were in 2006.

Completely understandable how the server load increased as the game kept getting more and more complicated. Not an excuse for being unable to manage the server load or make different design/engineering/priority decisions to avoid giving players a terrible game play experience.
 

Seldarin

Well-known member
DDO 2025 is almost incomparable to DDO 2006, or even DDO 2012. We have now maybe triple the number of wilderness areas, and certainly more wilderness that are in a constant state of use because of epic past life slayer activity, groups forming and people joining and leaving them frequently. While player population is smaller than 2012, it's still more concentrated and active in those zones than ever before. Bigby hands didn't get introduced until ~2015 and probably weren't in great use anyway until they started dropping for free in daily dice some time after that. When did they first introduce semi-persistent foot prints, Hardcore? So yet more server side objects that have to be tracked and distributed to other players in range. A large segment of the playerbase now has several permanent hirelings that they didn't have back in 2012 either, and many do use them.

Compound this with the huge increase in active abilities players can and do use over time. If you remember the old old I/II/III/IV enhancement lines there wasn't much there, now you have multiple enhancement trees with different buttons to push in each one, epic destinies that add even more, reaper boosts you're pressing. So players are generating way more messages/second that the server would need to process in 2025 than they were in 2006.

Completely understandable how the server load increased as the game kept getting more and more complicated. Not an excuse for being unable to manage the server load or make different design/engineering/priority decisions to avoid giving players a terrible game play experience.
No argument there, yep cant compare DDO 2006 or 2012 with 2025. However what i can compare is 2025 32 Bit servers with 2025 64 bit servers. You may recall that we transferred servers 2-3 months ago (sometime around there), i had to bust out my calendar, but that was 2025 DDO on the 32 bit servers. I understand what you are saying, however i think you have totally overlooked that everything you talking about was happening on the 32 bit servers on 2025 DDO, prior to the merge to 64 bit servers, DDO 2025. So to my initial point, game was working/functional on 2025 DDO on 32 bit servers, merged across to 2025 DDO on 64 servers and came to a grinding halt. Are you trying to tell me that the version of DDO that we were utilising on 32 Bit servers, prior to merge in 2025 was not DDO 2025? Like i said, we had rocks, trees, shrubs, bigbys etc, on the 32 Bit servers, on DDO 2025, they werent something new and mysterious that just appeared post Jun/Jul merging across to 64 bit servers.
 

hit_fido

Waiting for Monster Manual X...
Are you trying to tell me that the version of DDO that we were utilising on 32 Bit servers, prior to merge in 2025 was not DDO 2025?
For me, the intermittent lag was becoming intolerable on the pre-merge servers. Isn't a lot of the very recent angst coming from disappointment that the merge didn't help and even made things much worse? SSG roughly tripled the population per server post-merge from pre-merge, maybe that was enough to trigger even more major system issues.

Anyway it seems like they made a small breakthrough with the last patch, my experience is like others here, a lot less lag than just two weeks ago. I really hope they score some more wins on this, if they keep the game playable they could potentially squeeze a few more years out of DDO.
 

Greyhawk5

Was Amorais
Had a fair few hiccups today plus, for the first time ever, stuck on loading screen AFTER a dungeon complete. Up to this time its only been in civvie areas or going in to a module, not coming out.
 

Xaerxiessia

Lost in Translation
no because every game online has to do this sometimes and many games do a daily restart of an hour or 2 at least. It is not normal for DDO.. usually just once a week downtimes.
There's a weekly reboot ? o_O How could I have never seen that in 10 years ...?
Thx for your your enlighment
 

Br4d

Well-known member
I'm getting event lag on Moonsea on a regular basis. Not game-stopping but the pauses are real.

I was having very little trouble with lag before Night Revels started.
 

Yulrem

Legend of the Troubled
No argument there, yep cant compare DDO 2006 or 2012 with 2025. However what i can compare is 2025 32 Bit servers with 2025 64 bit servers. You may recall that we transferred servers 2-3 months ago (sometime around there), i had to bust out my calendar, but that was 2025 DDO on the 32 bit servers. I understand what you are saying, however i think you have totally overlooked that everything you talking about was happening on the 32 bit servers on 2025 DDO, prior to the merge to 64 bit servers, DDO 2025. So to my initial point, game was working/functional on 2025 DDO on 32 bit servers, merged across to 2025 DDO on 64 servers and came to a grinding halt. Are you trying to tell me that the version of DDO that we were utilising on 32 Bit servers, prior to merge in 2025 was not DDO 2025? Like i said, we had rocks, trees, shrubs, bigbys etc, on the 32 Bit servers, on DDO 2025, they werent something new and mysterious that just appeared post Jun/Jul merging across to 64 bit servers.
There was 8 32bit servers before and now there's 4 64bit servers. Also population spreads unevenly which means much more load on certain servers so if you look closer at the numbers we can say the population is divided into 3 now since Cromyr and Moonsea together has about the same numbers as the other two most populated servers Shadowdale and Thrane each. Also, the game haven't been lag free before. eg. Orien, the most populated server in the 32bit era had massive lag problems too.

We also need to add that the 64 bit transfers likely brought back many old players and also probably new ones which also added to the load. And then the free questing coupon also brought old and new players...

Something like this I think...
 
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Sarlona Raiding

Well-known member
Had some issues on the guild ship this morning, but other than that it's been good.

The guild ship issue strange as the population was low at 7am EST and nobody had been on the ship for 7 hours when I logged on.
 

Titus Ovid

Mover and Shaker
Yall need to check your Ping and your own internet connections to the game itself Its not Server Side anymore...

If multiple people in the group, in that instance, on that server report lag at the same time, it is server side.
My FPS is stable, actions are executed but the results show later - like I heal someone but the HP increase 5 seconds later - it is probably server-side.
If monsters react to nothing and then jump you suddenly, it is server side.
If my ping is all over the place, it is server side.

Cheers,
Titus.
 

PaleFox

Well-known member
There is still lag, it just doesn't cause these stutter freezes on the client side anymore.
(Well, not so much anyway.)

Most noticeable in raids and voice over discord, funny to have the rest of the group not be in sync with each other (me included ofc) when timed jumps need to take place.
 

Br4d

Well-known member
Had some issues on the guild ship this morning, but other than that it's been good.

The guild ship issue strange as the population was low at 7am EST and nobody had been on the ship for 7 hours when I logged on.

Most of the lag issues I'm seeing are spawn related, particularly in Delera's GY.

If you're the first player on the ship in 7 hours odds are pretty good there are a bunch of things refreshing as you arrive. Might explain just guild ship lag for you that day if other things were good.
 

Vox

Well-known member
Most of the lag issues I'm seeing are spawn related, particularly in Delera's GY.

If you're the first player on the ship in 7 hours odds are pretty good there are a bunch of things refreshing as you arrive. Might explain just guild ship lag for you that day if other things were good.

Indeed. I had our ship lock up so hard it crashed me out. After that it was fine.
 
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