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Input delay after ~6k online kills gameplay
Posted:
Tue Jul 28, 2015 7:36 pm
by SZera
Greetings, will there be implemented some kind of a queue system on this server? Atm it's not possible to play on this server at nights when there are ~6K+ players online, because input delay is simply beyond good and evil... It literaly takes 5 seconds to dismount\remove ghost wolkf\travel form or loot a corpse.
regards.
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 2:14 am
by Thegrapist
"HURR ITS FREE"
I'm just going to get that retqardation from the fanboys and frogs out of the way, yeah it sucks and it'll get worse because "muh population" they've already scaled back draw distance EVEN MORE to trty and stem this
but you have to remember quality > quantity and nsot doesn't have much quality and banks on quantity
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 2:47 am
by gotmilk0112
It only gets unplayable during the day on Saturday, when pop spikes up to 8500+ and yes, it feels like playing at 2k latency.
During the week it's fine.
Thegrapist wrote:nsot doesn't have much quality and banks on quantity
The scripting is a hell of a lot better than feenix, I'll give it that. On feenix literally 0 escort quests worked, bosses were outright missing abilities, hunter was bugged to be just about unplayable until a few months ago, Grim Guzzler door would never open properly, etc.
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 3:46 am
by DrDick
thats because feenix has always been shit
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 4:14 am
by Ysomad
gotmilk0112 wrote:The scripting is a hell of a lot better than feenix, I'll give it that.
You are comparing with the worst server ever ... you have obviously no clue about the server software (mangos). Most of the bugs still existing here are fixed there for ages. Just sayin.
but hey, try it yourself
https://github.com/mangoszero
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 4:23 am
by toeshred
I played feenix up to lvl 57ish, and with 1/10th of the number of players, I got the same amount of delay (even on non-peak times!). So Nost may have delay, but it is far better than any alternative at this point in time.
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 6:55 am
by Ohr
1. Stop saying Nost is free and telling people to stop complaining
2. Stop comparing Nost to other servers and telling people to stop complaining
3. Stop saying there is no delay and telling people to stop complaining
4. Stop complaning about people complaining.
I'm so sick and tired of this shit. People constantly defend the server and staff as if they are part of the staff with illogical false statements. The server lags with 6k+. I won't even attempt a DM tribute run with more than 5,5k online as randomly the boss will teleport and 1shot me. The game is playable but completely unenjoyable with that many people online. It's been suggested a million times and I completely agree, that we need a que system or two separate servers (which is probably never going to happen) to fit all these people in here.
6k online is not blizzlike either. Blizz had hardcap of 2k online during vanilla (though, multiple servers), We can have a 5k hardcap and enjoy smooth gameplay after waiting in line for a bit or continue torturing ourselves with ridiculous delay. I bet the crashes would reduce to once every few days too.
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 7:49 am
by val981
I totally agree. This is so fucking awful to play on night. Nostalrius has to do something ! Yesterday, i feeled like having 500 ms... Its great to have population, but if the server can't hold it...
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 8:41 am
by kaba
Ohr wrote:6k online is not blizzlike either. Blizz had hardcap of 2k online during vanilla (though, multiple servers), We can have a 5k hardcap and enjoy smooth gameplay after waiting in line for a bit or continue torturing ourselves with ridiculous delay. I bet the crashes would reduce to once every few days too.
I would love to see a ~5k cap being tried out for a couple of weeks and see how it is. But what if the queues at peak will reach an hour or something?
Maybe some sort of dynamic cap would be a cool compromise, starting at 5k but getting higher the longer the queue becomes. It might mean we sometimes still have some laggy peaks, just not as often and not in as long periods of time.
Re: Input delay after ~6k online kills gameplay
Posted:
Wed Jul 29, 2015 8:50 am
by Ohr
The issue with dynamic cap is if you raise the cap to 6k+, then why even bother having the cap. The playerbase will only grow with time and the one and only way to fix the problem would be to open another realm (linked accounts, characters, items, etc, just different world). And hardcap both at 5k. Donations would need to be reopened for the time being until the staff can afford and configure another unit of their expensive equipment they're running on now.
But that requires a ton of effort to be put in. Plus there would be database issues with people playing on two realms that write to the same database. High risk security issues would arise. And I'm not even sure if it is at all possible to use the same database for multiple realms on mangos.