Y U so lagged?
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I got lag going on but that's probably because I share internet with eight thousand dudes.
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Perhaps by having a more potent dedicated server
Would love to have more money to rent faster box, bigger pipe etc. But we haven't, so there it is. The game is free to you folks, and we want to keep it that way.
@TheJaggedSoul:or maybe less scripts?
Last time I looked at the Suggestions Forum there were loads of suggestions we're waiting to implement that require even more scripts, some even suggested by yourself, Jagged. Which do you want? More scripts or less?
Seriously, we know there are lag issues. These issues happen from time to time. When they start affecting lots of players, we look at which scripts may be affecting this and work on them. Most of the time, the Lag boils down to more complex DM Events. I suppose we could stop them, as well.
Loop until CoA has no players { Lag happens. If (richer) { Install_new_server(); } else { IgnoreLag(); } Attempt("satisfy the demand for bigger, better, and more features."); If (MoreFeatures()) { Introduce("new bugs."); fix("these bugs."); CreateMoreLag(); } Attempt("satisfy the demand for more DM time online."); If (MoreDmTime()) { CreateMoreLag(); } Lag Happens again. }
I guess that's a standard programming problem: The infinite loop.
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AronFF asked about the hosting costs earlier, the last I've seen about that is in the donation thread, in this post by Caek ($99 per month for hardware and connectivity. Oldish post though, perhaps there could be an update made by a DM in the know?).
The first post of that thread was also edited to reflect the type of server/hosting being used, but that might be out of date by now, I remember lots of 'jump walking' issues related to moving the server, which must have been later than that post, as I only started playing here April-ish 2009. However, The paypal link in the 1st post (and repeated later on) is still current, tested it often enough, although independent testing from several countries might turn up anomalies. Anyone up for some bug-testing?
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@The:
More scripts or less?
Less.
I'd like scripts that are simpler and more interesting to work with.
I'll keep suggesting new scripts either way.
I think the pure-class bonus scripts are a huge hog, or am I wrong?
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Seems fairly lag free for me at most times from the UK. Last time it was really laggy was the Red Hart event Friday when the server had akready been up for around 2 days as well
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Uptime seems to factor in a little, but doesn't seem to be a deciding factor. We usually have at least a restart a day recently, with occasional longer stretches (like end of last week), and I suppose the longer it's up, the more chance something has to go of the rails and cause extra lag. Havent seen droves of NPCs manning the walls etc. lately though.
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AronFF asked about the hosting costs earlier, the last I've seen about that is in the donation thread, in this post by Caek ($99 per month for hardware and connectivity. Oldish post though, perhaps there could be an update made by a DM in the know?).
Yes, the Paypal link is still current and we still pay 99$ a month, though we changed boxes since that post.
Long before my DM time, the server used to be on an AMD 3200. When I joined the team we were on an AMD 3700 64, paying roughly 130 $ a month. The hosts raised prices in June 2008 and while we were looking for alternatives, Mith found us an AMD 3800 64 for 99 $ (weird, I know). That's what Cake was referring to in his post you linked. The host closed down the data center in October 2009 and we moved again (that's the time when you had the lag-jumping), this time to a quad-core Xeon 4x2.5 GHz.
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Do you know how much would a better solution what Abby mentioned cost?
Approximately, of course.
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To be honest, I am not sure we warrant anything more than a Quad Core Xeon for a game that's ten years old. It's unlikely to provide any additional benefit since NWN is, I believe, a single processor application.
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okay.. does that mean there is no possibility in technical development?
I really have no clues about what parameters should be considered when thinking about lag. Quality of the connection of the server? I guess that's pretty much alright.Splitting the server in some way? I have no clue if Mr. Moloch is still around to ask what he had in mind.
I'm not suggesting anything, I just want our possibilities to be considered. Or, well, yes. Your possibilities. I'm aware still being a guest, I just like it here.
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Splitting the server has been discussed by the DM team and rejected based on the lower player numbers more recently. If we have an average of 10-20 players normally, splitting these across two separate servers is likely to cause the server to die from lack of interaction between players.
Also, current donation levels would not support the costs of a second server.
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Would moving only quest areas to the new server be impossible?
Should the donations raise miraculously. :) -
I dont see the point in this server splitting thing…. whats... there to gain? confuzzled.
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The idea is that less players per server would reduce lag.
Point is moot, but you might not have to split to a different physical server, if you have a quad core, where only one core is really used by the single threaded application, you might be able to just run a second instance locked to another core, and still have a core left to handle the OS and another for a 'test-server'. You can have transitions from one server to the other to link the whole system together.
You could either split half of the areas off, or move quest areas to another server, if that made more sense.
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The DMs have decided that they do not wish to split the server and reduce Interaction between players.
If new players log on and see 5 people on the "main" server, yet there are 10 questing on the Quest server, the public still only see a community that has 5 players online.
We do not have the money to add a new server, and splitting the server onto separate cores has been rejected by the DMs. We put effort into reducing lag by fixing bugs in scripts. We put effort into running DM events that inevitably cause lag.
There will continue to be lag. Do we have to keep raising thie issue of Lag?
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Its never been that big a problem with me.
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there will always be lag, I've learned to live with it
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I'm really not seeing the lag issue. I'm all for continuing on as we have been.
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"Increasing powertrain efficiency" was awesome, but then the rest of the reading was all downhill from there.
And i thought going downhill was the biggest increase in efficiency! :lol:
Is the lag issue more likely to be a bottle neck some place bettween the player and the server? It seems like everyone has a different amount of lag.
It's actually amazing(to me) that people all over the world can connect and play this game in near real time and for the most part it works reliably.
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I've rarely seen the bad kind of lag (where you can't do anything but npcs are smashing you) and I've often experienced the good kind (where the npcs cant do anything while you smash them).
lag's annoying, but its usually not game breaking - solution? Don't do dangerous stuff when there is the bad kind of lag, or use your abilities keeping in mind that there is going to be a delay - IE, you get hit once, you better be clicking that healing gem or invisibility pot.