Input delay after ~6k online kills gameplay

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Re: Input delay after ~6k online kills gameplay

by Holmes » Wed Jul 29, 2015 5:04 pm

i think they will never do anything about the lag except of upgrading the hardware, which will probably also only help it a little.
so you better get used to it.

it has been discussed 100 times but a) nobody gives a fck or b) they just cant make neccessary changes due to lack of manpower
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Re: Input delay after ~6k online kills gameplay

by snuzzy » Wed Jul 29, 2015 5:22 pm

Glad to hear I'm not the only one having this issue, hopefully the staff of Nostalrius can come up with an elegant solution so we can all benefit from a thriving world without the rather painful input delay.
I really hope to get a reply from a staff member or a resolution, sooner rather than later.
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Re: Input delay after ~6k online kills gameplay

by The Shortest Path » Wed Jul 29, 2015 5:30 pm

There really isn't any kind of solution. The delay is because of population. There's a pretty hard cap on what kind of hardware can improve that. As long as the population does not decline, the delays will stay the same.

That's it. There's no fix.
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Re: Input delay after ~6k online kills gameplay

by Holmes » Wed Jul 29, 2015 5:45 pm

snuzzy wrote:Glad to hear I'm not the only one having this issue, hopefully the staff of Nostalrius can come up with an elegant solution so we can all benefit from a thriving world without the rather painful input delay.
I really hope to get a reply from a staff member or a resolution, sooner rather than later.

GL, will never happen

The Shortest Path wrote:There really isn't any kind of solution. The delay is because of population. There's a pretty hard cap on what kind of hardware can improve that. As long as the population does not decline, the delays will stay the same.

That's it. There's no fix.

there is, such as a cluster-realm, 1 server for kalimdor, 1 for eastern kingdoms and 1 for the dungeons. this would allow a 2-3x higher pop.
there are many possible solutions, but theres no need to discuss this a 101's time. its not going to happen.

they lowered the viewdistance already in hope to lower the lag aswell, did not help much tho. and a low viewdistance kinda sucks.
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Re: Input delay after ~6k online kills gameplay

by Bazinga » Wed Jul 29, 2015 6:12 pm

Holmes wrote:
snuzzy wrote:Glad to hear I'm not the only one having this issue, hopefully the staff of Nostalrius can come up with an elegant solution so we can all benefit from a thriving world without the rather painful input delay.
I really hope to get a reply from a staff member or a resolution, sooner rather than later.

GL, will never happen

The Shortest Path wrote:There really isn't any kind of solution. The delay is because of population. There's a pretty hard cap on what kind of hardware can improve that. As long as the population does not decline, the delays will stay the same.

That's it. There's no fix.

there is, such as a cluster-realm, 1 server for kalimdor, 1 for eastern kingdoms and 1 for the dungeons. this would allow a 2-3x higher pop.
there are many possible solutions, but theres no need to discuss this a 101's time. its not going to happen.

they lowered the viewdistance already in hope to lower the lag aswell, did not help much tho. and a low viewdistance kinda sucks.



Viper wrote:A * Amount of players

Solutions:
+ Core optimization to handle a great deal of players,
+ New hardware and a way to support the new upkeep,
+ Complete internal reorganization.

Upon release, our server was designed, for the first time in private server history, to support ~5.000 players online simultaneously without lagging. We reached much more players than expected (up to 9.100 players online, still growing). Unique core re-optimizations were done by the team after release to make the server be able to support +7.500 players without lag (+50% performance increase). Some additional server performance plans are in the backlog, but none of them are planned for now as we may have found another possible solution to allow a lot more players.


"Unique core re-optimizations were done by the team after release to make the server be able to support +7.500 players without lag (+50% performance increase)"

:?: :?: :?: :?: :?: :?: :?: No :?: :?: :?: :?: :?: :?: :?:

"Some additional server performance plans are in the backlog, but none of them are planned for now as we may have found another possible solution to allow a lot more players."

how about brush the dust off that plans :mrgreen:
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Re: Input delay after ~6k online kills gameplay

by Thegrapist » Wed Jul 29, 2015 11:04 pm

[quote=some_faggot]


"Some additional server performance plans are in the backlog, but none of them are planned for now as we may have found another possible solution to allow a lot more players."

how about brush the dust off that plans :mrgreen:[/quote]

by backlog they mean when they're strapped for shekels and need to milk the more blind semega chewing nost fanboys for money fo dem programs
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Re: Input delay after ~6k online kills gameplay

by Bazinga » Thu Jul 30, 2015 3:01 am

teh_crappiest wrote:[quote=some_faggot]


"Some additional server performance plans are in the backlog, but none of them are planned for now as we may have found another possible solution to allow a lot more players."

how about brush the dust off that plans :mrgreen:[/ quote]

by backlog they mean when they're strapped for shekels and need to milk the more blind semega chewing nost fanboys for money fo dem programs


can't even use the quote proper, even a half tarded monkey can do that :roll:
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Re: Input delay after ~6k online kills gameplay

by Lana » Mon Aug 03, 2015 6:06 pm

I honestly don't think it's just the lag that's the problem here. Vanilla wow was never created to host that many people on one realm.
Even if they could make it stable for 10k players online at the same time, there would still be problems like killing quest mobs, farming mats, etc.
In my opinion they should open at least another realm, maybe two (2 pvp servers, 1 pve server).
This is probably totally utopian since it would require announcements, ways to transfer characters etc....but I still think this would be the best solution.
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Re: Input delay after ~6k online kills gameplay

by Bradley » Mon Aug 03, 2015 9:44 pm

Bazinga wrote:
teh_crappiest wrote:[quote=some_faggot]


"Some additional server performance plans are in the backlog, but none of them are planned for now as we may have found another possible solution to allow a lot more players."

how about brush the dust off that plans :mrgreen:[/ quote]

by backlog they mean when they're strapped for shekels and need to milk the more blind semega chewing nost fanboys for money fo dem programs


can't even use the quote proper, even a half tarded monkey can do that :roll:

If you didnt get what he have done there...im not going tot ell you
If this is some kind of "comeback" from what he have done...its really a weak one
Bradley
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Re: Input delay after ~6k online kills gameplay

by Tekko » Tue Aug 04, 2015 8:09 am

Combat has been fine for me, but getting and handing in quests has a delay.
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