Flav wrote on May 14
th, 2016 at 2:38am:
Yeah...
Well, they do know some of the lag sources ( guild renown awarding, objective completion ) but they can't be arsed to fix those because it means actually having a clue when it comes to coding and fixing code.
So they just do some testing on live ( because it's cheaper than doing tests on a real test system ) to make people believe they are (still ) working on it,
and go back to LARP PAC MAN.
ive said this before but i wish you guys had spoilers on this forum
a lot of people are accepting the scapegoats that turbine wants to sacrifice in the name of "it wasnt our fault" but you have to realize that, if any of the things they blame atm were really issues, wouldnt the resulting effect have been GREATER in the past, when FAR MORE players were simultaneously triggering these "lag causing conditions" like completions and getting renown? Further more, wouldnt the lag have subsided as more and more players quit due to that same lag?
clearly there is an underlying issue that causes otherwise common events to result in lag. you cant duct tape your asshole closed to cure digestive problems. the "testing" they want to do is only to verify that server-side synced moving entities and database writes consume measurable resources so that they can neuter it to reduce lag. this is bad because it by definition must be true.
the platforms in cannith are basically hard coded players. they are dynamic entities that must always exist, the code that allows them to exist and perform is always active on the server. this is so that, when u arrive in house C, the guy who was riding that platform for 2 hours isnt flying around in a random place when the client side renders the platform at its starting position. since it always exists, that info can be sent to all clients to place that platform at the right place, so you arrive in house C and see that guy standing on the platform mid air, actually on that platform mid air. this
consumes server cpu cycles, the info must be sent to all applicable clients, and then those clients must RENDER these objects. rendering these moving objects that generate dynamic shadows as well as interacting with various light sources of house C, all of who's light calculations occur on the client PC based on the server side info relayed from the platform,
consumes client cpu cycleseverything that occurs ever consumes cycles. the lantern archon was the shit because it was a portable dynamic light. it also consumed a lot of cycles because it needed to be synced server side, AND the cost of rendering the dynamic lighting client side. a decent pc can eat that but this game is from 2000s and made for brazilians so it got got. their tests are going to show that dynamic entities do consume cycles, in a game that desperately needs to free up cycles, and theyre going to neuter a bunch of game mechanics and make the game even more boring. meanwhile, the actual cause of the bottleneck will remain, waiting in the shadows for the next feature to interact poorly with it, whether its currently implemented or not.
consider the twf nerf. the changes to twf allowed them to drastically reduce the amount of cycles the server had to devote to math for each player's dps, applied to the target, and that info passed back in real time to 6-12 clients. however other work took the place of that math and the game still lagged.
does anyone really believe that the database move was intended to be a infrastructure
upgrade? do you think they did it expecting no change at all? they downscaled their operation to save money and as a result the already resource hungry game became starved. its amazing that this hasnt turned into a massive PR shitshow
TL,DR: turbine has always chosen to throttle back on the game rather than ensuring sufficient resource availability, this is yet another example of that practice. the end result will be the removal of more things you like in the name of lagfix, and youll still lag afterward, anyway. id like to see people react negatively to this 'test' and i wonder why people dont accuse turbine of not reinvesting money into the game.