Theory about lag…

Alternative

Well-known member
My theory is that people are zerging past mobs in the Mabar challenges to efficiently farm ingredients, thereby agroing everything and causing the server to path dozens of monsters at once.
If more people played nukers they could just kill stuff as they go. So the culprit is the caster high reaper nerf. Revert it, more people play casters and dont skip mobs, problem solved. 😅
 

nenetteblackmoor

Well-known member
Attacking enemies quickly causes lag, so I created the Patience feat and hit slowly to reduce lag!

However, in the new raid, I increased the enemies' HP ridiculously, so feel free to attack a lot and increase the lag!

That said, since I still don't want the lag to increase, I've made the new raid less interesting so that everyone won't want to watch it.
 

PersonMan

Well-known member
I would expect farming the graveyard Key quest to be the largest contributor from Mabar. From previous observations having octuple red alert levels of enemies chasing you can still run buttery smooth, but loading in that many all at once lags a bit and killing that many all at once lags immensely.
The new raid did come out at the same time as Mabar opening. I wonder how well the server handles the constant DoTs and zone effects.
 

Col Kurtz

Well-known member
According to Cordovan, this is not the reason.

My theory is that a bunch of scetchy individuals are intentionally inducing lag and they do this because... for reasons.
that's exactly what happened with the old Night Revels

+ don't forget those mysterious dupers that supposedly don't exist. They can cause serious havoc with server performance.
 

Jeronimo

Playing since 2006
that's exactly what happened with the old Night Revels

+ don't forget those mysterious dupers that supposedly don't exist. They can cause serious havoc with server performance.
Indeed... it's been documented "elsewhere" that lag is part of the recipy for these activities.

On the other hand... it could also be a faulty router in a cupboard somwhere, causing the issues.... :)
 

AngryGreek

Well-known member
This is beyond just lag at this point.

Any mob spawn that first spawns unkillable then reverts to killable has a chance to not fully spawn as a killable entity, preventing quests from being able to be completed. Sahuagin jumping out of the water, skeletons emerging from the floor, wraiths rising up out of the ground etc - may not fully spawn the way they should.

Mobs stand still in hallways and take damage from anything you do to them.

Hirelings stand still in hallways. If you call the hireling to you, it just stands there where you teleported it to and does not follow.

I have seen players who entered a quest mounted still mounted in the quest.

Hirelings remain in the group when outside the quest.

People recalling out of quests after completion ending up outside the quest not fully shrined (no auto-shrine on completion + recall).

Teleporting to the wrong place at random. Told the airship guy to put me in the market. Got sent to the entrance to the vale in the twelve. I do not remember that being a place you can port to.

Took thousands of points of falling damage and died at a place where I should have maybe taken 20 and laughed it off.
I've experienced all of these as well. You're right, this isn't just lag. Something seems very, very broken and getting worse. I suspect Wednesday's maintenance won't be done early by a long shot. I hope not, at least. This needs to be acknowledged, addressed, and fixed. The radio silence, quite frankly, is starting to irk me and has me looking for a replacement.
 

ChilledMage

Well-known member
My theory is that people are zerging past mobs in the Mabar challenges to efficiently farm ingredients, thereby agroing everything and causing the server to path dozens of monsters at once. Multiply that by lots of people doing it and it seems like a great recipe for lag!
I'm guilty :p

I skip almost all the mobs and kill only those required to complete the quest
 

Fallout47

Well-known member
According to Cordovan per the official DIscord, SSG does not believe Night Revels is the cause of the issue:

"Too soon to know, we have several possibilities we are tracking down. So far it does not appear to be related to Night Revels, though we understand why some people are pointing to it since it's been a culprit in the past, but we'll see... The issue today appears to have been a cause outside of our control, possible some of the weekend issue was also leaning that way, but we'll see."
So this is how we will get "communication" from the devs, quotes from DDO Discord. How many called this one before it happened?
 

Dude

Well-known member
Tinfoil hat theory: Devs want us to play alts on Wayfinder and then transfer them later to 64 bit server.
My tinfoil hat theory is that the lag is created by all the past lives. The new servers will seem to be less laggy because no one will have past lives.
 

Ethril

Well-known member
It does eventually reach a point where the lag is so bad I'll just log off instead of getting frustrated.

Yep. Last night, I logged in, entered a quest, couldn't move past the door, tried recalling and couldn't recall for 2 minutes, and logged off. I logged back on later and did some bank management since public areas, wildernesses, and my guild ship seem to be mostly okay. Quests are impossible to run though.

If it's not actually Night Revels causing the issue, I hope they extend it by a week.
 

Kimbere

Well-known member
I bet it's the exploiters duping all those expired Night Revels mats so they can scam players on ASAH for free shards!
 

SFGWolfie

New member
MABAR shows up...lag shows up...but they aren't related.... Whatever the issue is, it is unplayable right now. Funny, the timers seem to work just fine on slayer pots and such....
 

The_Apocalypse

The Chosen One
Everyone knows that MMORPGs have an AI programmed to do anything in its "rules" to kill the characters. Hence, "Lag". Lag is on purpose because the game's AI is trying to kill your toon!
 
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