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View Full Version : Love Bloodmoon. Hate the Lag.


Archived Post
10-30-2011, 02:21 PM
Bloodmoon is a lot of fun. I love running around and getting goodies and participating in the various aspects of the event.

What's killing it for me, and a friend of mine who is on a completely different connection in a completely different area, is all of the...

... slight rubberbanding.
... command delay.
... targetting delay.
... readout delay.

Individually it's nothing. Altogether? When you're playing a squishy? Makes for one miserable experience. And it's not just in Millenium City either. We're getting it in instanced missions and the powerhouse as well.

Servers unable to keep up with all the people playing during the event or something?

Archived Post
10-30-2011, 02:31 PM
I will agree. The event is, to say the least, handled extremely poorly. One key issue is Takofanes hunting.

Have a friend let you know which instance he#s in
-> find out that instance is full
-> finally see an opening
-> wait for Godot as the instance change loads
-> find out that despite all the lag, those earlier to the party have kille Tako
-> rinse & repeat

Fix:
Have Tako spawn simultaneously across multiple/all zones, so everyone hs a realistic shot at participating in the event.

Archived Post
10-30-2011, 02:39 PM
I had one bad lil mishap(that still occurs) at the first Bloodmoon.
Now I can't get myself to log in even for the double xp.


You would think putting event mobs over regular quest mobs to be a slightly stupid idea but no lets make them aggressive towards each other as well. :p
So erm... When does Bloodmoon end again?

Archived Post
10-30-2011, 02:41 PM
I think the best fix would have been to set Tako on a 1 hour loop instead, this way there's essentially twice the opportunity to fight him, and as a likely result half the people present at each battle.

Archived Post
10-30-2011, 02:51 PM
I
Fix:
Have Tako spawn simultaneously across multiple/all zones, so everyone hs a realistic shot at participating in the event.

Just so you know this is all set-up by the killers. The groups move from shard to shard knowing the timing of the spawn. The fix would be a random time on each one so that people would not know exactly when he spawns so you would not have the mob moving from shard to shard in a pattern. Setting ti to an hour long timer would be worse as he does down in less then 5 min. It would have to be a 1 hour fixed timer with a 1 hour random timer. That way he is not faster and someone would have to be in each shard to call out when he spawns. Then people would have a chance to get into the shard when the call goes out, and you might have 2 up at once. Of course you might end up with a channel that is not common knowledge that the call goes out on.

Archived Post
10-30-2011, 02:51 PM
Fix:
Have Tako spawn simultaneously across multiple/all zones, so everyone hs a realistic shot at participating in the event.

he's a cosmic level villain with 6 million hit points. If they did that, then most instances would be unable to successfully take him down and they will fail the open mission.

Over the last 3 days I have seen a number of people posting the timer sequence in zone chat. I have also seen the open mission participation list go past what is visible on my screen. If you can't get into the instance thats going to happen soon, jump two ahead. There are tons of people participating and there is no reason why no one shouldn't be able. You might not get into every instance that he spawns, but you can get into some.

The dark aura and costume pieces are randomly awarded just for participation, so even if you get there in time to get 1 punch in and you still get on the board, you have a crack at getting them.

Archived Post
10-30-2011, 02:58 PM
Remove the visibility of the countdown.

Archived Post
10-30-2011, 03:01 PM
Unless they change the time and still made it random people would figure out the timing in one rotation most likely less.

Archived Post
10-30-2011, 03:02 PM
I agree with the notions of the respawns and what not, though what i'm specifically getting at is a seeming connection based issue between myself, my friend located in another area, and the servers; native not just to Millenium City (Which I would guess is understandable, due to the huge amounts of traffic there), but also in some of the instanced maps and powerhouse.

It's faint, but noticeable, especially playing a squishy. When there is a half second delay on everything you do, it all adds up to being pretty frustrating. Get into Millenium city and it only gets worse. NPC's are even taking many moments to appear.

Archived Post
10-30-2011, 03:07 PM
Someone in another thing made the link between people shard jumping and the lag. I could see that causing the issue, but can not be sure if it it true. So if that is true decreasing the time would be bad for lag. It also could be related to the fact there are more shards when will put more stress on the servers. So here is hoping they are making enough money to support development and some upgrades of the servers.

Archived Post
10-30-2011, 03:37 PM
Someone in another thing made the link between people shard jumping and the lag. I could see that causing the issue, but can not be sure if it it true. So if that is true decreasing the time would be bad for lag. It also could be related to the fact there are more shards when will put more stress on the servers. So here is hoping they are making enough money to support development and some upgrades of the servers.

Well that would most certainly explain it, though I doubt they are going to be fixing it before the Halloween Event is over, which really sucks. I mean, I reactivated to experience the Halloween event's new stuff....

Archived Post
10-30-2011, 05:18 PM
Still besides the lag all the stuff were getting chucked at us is so full of win.

Makes other rival mmo's Halloween events look a bit well **** to be perfectly honest :D

Kudos Cryptic.

Archived Post
10-30-2011, 05:24 PM
Also feeling the lag.. only gotten worse as the days passed.

Honestly I must say the 2 hour timer on tako is pretty clearly guilty.
With the amount of people changing instances at once constantly the servers are bound to kneel no mather how powerful they may or may not be.
And since this is a event and non of the items tako drops dont make any actual gameplay diffrence, they would have been much better served just setting tako as a 10 min spawn, that way people wouldnt need to demolish the server.

Also tired of the extreme spam that comes with bloodmoon, I am suprised that after two years they still have not made a specific channel for events, or trade for that mather.
Spend most my time hideing in vibora from the spam -_-

Archived Post
10-31-2011, 10:23 AM
The dark aura and costume pieces are randomly awarded just for participation, so even if you get there in time to get 1 punch in and you still get on the board, you have a crack at getting them.

You're conveniently ignoring the "no chance to get there in time" part.

Basically, unless you're with a hardcore hunting group that keeps timer schedule, the only chance of seeing Tako is accidentally being in the instance he spawns in.

As far as being an event for all players, Tako is epic fail. (Which, incidentally, makes the event kinda worthless as being better than rivall MMOs' events. Unless the intent is to appeal just to hardcore players who would stick with the game reagrdless.)

Archived Post
10-31-2011, 11:09 AM
I can say there is not a No Chance of getting in there the last 4 ones I was in yesterday, all in a row, I never new where they were. I just instance hopped, sorry for adding to the lag, checking the times. The transport spawn is right beside his spawn so it was easy to swap fly over look at the time and go to the next. Once I hit one at 20 to 30 min or less I stopped and waited. While I waited I have heard of another advertised with 10 more min then the one I was in so they can get pretty close together. You just have to be willing to wait. and get a little lucky. I found checking the shards with the highest pop were the best as it had people waiting.

Another issue maybe, not sure if it is true or not, is that all shards available are not showing up in the transfer map. If that is true that could be the cause, that could be causing issues for people. They maybe trying to get into an advertised shard not see it and think it is full when it is really not.

Archived Post
10-31-2011, 11:56 AM
You're conveniently ignoring the "no chance to get there in time" part.

Basically, unless you're with a hardcore hunting group that keeps timer schedule, the only chance of seeing Tako is accidentally being in the instance he spawns in.


Or you could spend a few minutes in Zone chat and say "Could someone post the Tako rotation" like a few hundred other people have. It gets spammed pretty regularly, it's pretty stable, and it lets you judge what instances are upcoming just by knowing where he is at that time. Pick the next one that isn't full, transfer there, check its timer, and hunt an Undead Hero or three to pass the time.

Archived Post
10-31-2011, 12:01 PM
Eh, as others have stated, I just find one that has 20 or 30 mins until spawn then I Trick or Treat until he appears. I admit I could use a little more randomness in my drops though. I've gotten 4 Tako Belts, but no other costume pieces, and 4 of the exact same blue Rec gear items (on my Dex/Int main) no other gear...

But I suppose my 2 Dark Auras make up for some of that. May have to trade one for those missing costume pieces if I don't get them...

:)

Archived Post
10-31-2011, 01:02 PM
Eh, as others have stated, I just find one that has 20 or 30 mins until spawn then I Trick or Treat until he appears. I admit I could use a little more randomness in my drops though. I've gotten 4 Tako Belts, but no other costume pieces, and 4 of the exact same blue Rec gear items (on my Dex/Int main) no other gear...

But I suppose my 2 Dark Auras make up for some of that. May have to trade one for those missing costume pieces if I don't get them...

:)

Tako Belts? Almost makes it sound - well - delicious. ;)

Archived Post
10-31-2011, 01:05 PM
...I admit I could use a little more randomness in my drops though...
...But I suppose my 2 Dark Auras make up for some of that...
:rolleyes:

Oh byatch, byatch, byatch :p

@Rune was in the #3 spot 3 times last night, then crept up to #2 on 1 run, and finally ended with the #1 slot :cool:
(Oddly enough, i was in the #14 spot 3 times in a row. What's up with that?)

Damn, that RP'er can DPS :eek:

..."Could someone post the Tako rotation" like a few hundred other people have.
It gets spammed pretty regularly, it's pretty stable, and it lets you judge what instances are upcoming just by knowing where he is at that time...
Yeah, that's what i did.
The "count" messed up a few times, but with the full list, you could extrapolate where it would be and backtrack to a zone within 10 min's of popping.

Archived Post
10-31-2011, 03:30 PM
The event is only lasting for a few days..
Really we should try to lower our settings a little. Remove the ''damage points'' that pop up when you hit someone or are being hit and then we'll have to sit through. I love the event, and even though its laggy as hell, the killing of the boss takes about 2 minutes max. After that I am not laggy at all.

Archived Post
10-31-2011, 07:36 PM
I think the best fix would have been to set Tako on a 1 hour loop instead, this way there's essentially twice the opportunity to fight him, and as a likely result half the people present at each battle.

Uhhh, how would that fix anything since those same people will be flooding in more?

Archived Post
10-31-2011, 07:52 PM
When you get close to 100 players with all their effects/pets/etc going in the same small area, there is going to be lag. There is no good solution to this. I wonder if making the Tako fight something you can queue for, make it an instance, and have it on a system where as soon as a certain number of people are in the queue, it spawns an instance and teleports all those in the queue to it, would help...

Archived Post
10-31-2011, 07:57 PM
Well a solution would be an option to tone down graphical effects from other players and such as they had in City of Heroes. You could turn off other player effects, for instance, and I know nameplates also has an effect for some reason on performance.

Archived Post
10-31-2011, 09:39 PM
Its exciting to see so many players at once. If anything the cosmics in MI and other need to be announced with such fanfare and more interesting rewards. We can look at instance spawning code later :)

Good job with the event Cryptic.

Archived Post
10-31-2011, 10:53 PM
Well a solution would be an option to tone down graphical effects from other players and such as they had in City of Heroes. You could turn off other player effects, for instance, and I know nameplates also has an effect for some reason on performance.

I've noticed that like CoX (at least from when I played), CO will only display so many characters on screen at once. During some of my busier Tako fights, I noticed people/mobs just phasing out of existence or going into extremely low detail/polygon mode as I moved around. So it seems that there's some sort of code built in to keep your client from exploding.

But as mentioned, the nameplates cause a major performance hit.