server SIM speed across all servers is bad, please help
guys i would trade the summer of silence that produced the new combat system for anything that helps server performance increasing... here is the irony - we cannot melee combat each other on MP because of the lag. impossible to combat on any server with more than 8-15 concurrent users. as you know lag inside of combat makes combat worthless. i also see less than 1% of all activity in ME as player melee PvP, so its a weird thing to have focused on considering how bad server SIM speed is. also any siege craft with a catch block becomes a tornado of spinning worthlessness.
when you add lag and the new easy to fall death thing you just watch the list of player deaths, its brutal right now just walking the walls. i have no fear of standstill barbarians, i fear the lag then fall death.
how about a forum with a whitelist of known server admins to help get at this solution?
the game, ME, is unplayable. every time the server saves and a player connects or disconnects... and that's just what we know causes it...
What we noticed was, after I picked up my bag after dieing, the server sim speed would begin dropping. The local sim speed would drop too. When I say drop, here's what I mean: every 2 seconds it would spin down to like 0.3 for a second and then spin back up to 1.0. The local sim speed would do this too. Sometimes the server sim speed would be at a steady 1.0 but the local would definitely do that. At least until I died. If I died then everything would be fine until I picked up my bag again. Both players would experience this at the same time: the effects of me having my bag.
Here's our mods: PVE, and the Vegetables mod. Neither of us are carrying any vegetable items from that mod.
It seems like whatever debugging tool was added last week and then hotfixed to fix the performance, it wasn't completely fixed. It was better before last Tuesday's patch.
What we noticed was, after I picked up my bag after dieing, the server sim speed would begin dropping. The local sim speed would drop too. When I say drop, here's what I mean: every 2 seconds it would spin down to like 0.3 for a second and then spin back up to 1.0. The local sim speed would do this too. Sometimes the server sim speed would be at a steady 1.0 but the local would definitely do that. At least until I died. If I died then everything would be fine until I picked up my bag again. Both players would experience this at the same time: the effects of me having my bag.
Here's our mods: PVE, and the Vegetables mod. Neither of us are carrying any vegetable items from that mod.
It seems like whatever debugging tool was added last week and then hotfixed to fix the performance, it wasn't completely fixed. It was better before last Tuesday's patch.
I cannot confirm this. The first 1-2 weeks after 0.6.4 launched, we were fighting a lot on the server and had tournaments on an already old world with 25+ people online simultaneously. Server and local simspeed were absolutely stable at 1.0 and combat worked smoothly.
The only thing I noticed that defnitely is an issue, is your latency. Everything over a 100ms ping gives you a huge disatvantage, obviously. This, of course, does not take doing snapshots and connecting players into account, which definitely is an annoying issue, especially on very populated servers.
Obviously, since ME is still a building and engineering focused game after all, and the combat overhaul was not trying to lose this focus, as the developers also cleary stated in the update stream and the recent Dev-Diaries. I consider the new combat as a "cherry on top" kind of feature, which is great if it comes to PvP or organised tournaments etc.
I think this is completely exaggerated. Yes, it is annoying, but far from being unplayable. Furthermore, disconnecting doesn't do anything, only connecting players cause the simulation to come to a more or less long halt, depending on the world size.
What I personally want to see resolved is the constantly recurring Havok freezes, which indeed make the game unplayable after a certain amount of time, and which force servers to wipe sooner or later, but rather sooner, depending on the player activity. Within one year, we had to wipe the server 10 times now, which makes consistent worlds impossible.
I cannot confirm this. The first 1-2 weeks after 0.6.4 launched, we were fighting a lot on the server and had tournaments on an already old world with 25+ people online simultaneously. Server and local simspeed were absolutely stable at 1.0 and combat worked smoothly.
The only thing I noticed that defnitely is an issue, is your latency. Everything over a 100ms ping gives you a huge disatvantage, obviously. This, of course, does not take doing snapshots and connecting players into account, which definitely is an annoying issue, especially on very populated servers.
Obviously, since ME is still a building and engineering focused game after all, and the combat overhaul was not trying to lose this focus, as the developers also cleary stated in the update stream and the recent Dev-Diaries. I consider the new combat as a "cherry on top" kind of feature, which is great if it comes to PvP or organised tournaments etc.
I think this is completely exaggerated. Yes, it is annoying, but far from being unplayable. Furthermore, disconnecting doesn't do anything, only connecting players cause the simulation to come to a more or less long halt, depending on the world size.
What I personally want to see resolved is the constantly recurring Havok freezes, which indeed make the game unplayable after a certain amount of time, and which force servers to wipe sooner or later, but rather sooner, depending on the player activity. Within one year, we had to wipe the server 10 times now, which makes consistent worlds impossible.
well i have hit that wall as a user. mods kill the game, game kills mods and around and around i have gone... tired of it all as i lost another 100 hours on a server that is fading into death. tough life playing ME mp online?
problem is we can't find a server to run ME. been that way for two years or more? we got one in N America in Valanor and that's about it. some individual home ones, or like i did a couple of months of hosted games before fading off... Valanor is the only persistent server running these many years, tough to find a home!
here is what always happens when you run a server: mod updates competing with steam stuff mashed up with good old code development for an early access and all you can do is restart the server. i cant stand running an ME server because its like herding cats. three hotfixes in one day, no thanks... or steam re-ID'd all the mods and we have to relist them? been there, done that. or a mod is broken and conflicting but removing it means players lose xyz...
the unintended consequence of early access builder game is imho -- and perhaps reflected in the dismal online player counts -- that since ME is a builder game and since there are too many moving parts from mods and code its just not fun to play at this time. no catchblocks in motion work, which means all carts and siege machinery will fail over time. that means a base fun factor to the game is not usable. the larger and more complicated the buildings, like large villages, on a server actually drive that SIM speed lower with the more nearby users and that too deters the mp online folks who want to build near each other... it just all adds up into an unpleasant experience playing ME online in mp imho... but since its early access it only means the problem is for the user. its on me! no problem with modder or coder, its just a bitter sauce to eat. too early.
so i deleted ME and look forward to returning to game in a couple of more years when it finishes. i am guessing 2021?
the reason i tell all my friends not to buy ME is that it will just frustrate you in the hope for what it could be, then over time that will grind more painfully as it has for me, and as the game progresses through EA just skip the pain and wait for it to finish.
i am taking my own advice and wish Keen g*dspeed on moving ME into a finished stage!
reading this goodbye i completely understand now why so many old timers i first met pre version 0.4 went through this phase. and often why in these forums i read of folks coming back to check on it. now that is my turn, be back later! i will be that guy in later 2019 popping in saying something and you're like 'how did that guy have 2k hours playing and hasnt played in a year?'?
well i have hit that wall as a user. mods kill the game, game kills mods and around and around i have gone... tired of it all as i lost another 100 hours on a server that is fading into death. tough life playing ME mp online?
problem is we can't find a server to run ME. been that way for two years or more? we got one in N America in Valanor and that's about it. some individual home ones, or like i did a couple of months of hosted games before fading off... Valanor is the only persistent server running these many years, tough to find a home!
here is what always happens when you run a server: mod updates competing with steam stuff mashed up with good old code development for an early access and all you can do is restart the server. i cant stand running an ME server because its like herding cats. three hotfixes in one day, no thanks... or steam re-ID'd all the mods and we have to relist them? been there, done that. or a mod is broken and conflicting but removing it means players lose xyz...
the unintended consequence of early access builder game is imho -- and perhaps reflected in the dismal online player counts -- that since ME is a builder game and since there are too many moving parts from mods and code its just not fun to play at this time. no catchblocks in motion work, which means all carts and siege machinery will fail over time. that means a base fun factor to the game is not usable. the larger and more complicated the buildings, like large villages, on a server actually drive that SIM speed lower with the more nearby users and that too deters the mp online folks who want to build near each other... it just all adds up into an unpleasant experience playing ME online in mp imho... but since its early access it only means the problem is for the user. its on me! no problem with modder or coder, its just a bitter sauce to eat. too early.
so i deleted ME and look forward to returning to game in a couple of more years when it finishes. i am guessing 2021?
the reason i tell all my friends not to buy ME is that it will just frustrate you in the hope for what it could be, then over time that will grind more painfully as it has for me, and as the game progresses through EA just skip the pain and wait for it to finish.
i am taking my own advice and wish Keen g*dspeed on moving ME into a finished stage!
reading this goodbye i completely understand now why so many old timers i first met pre version 0.4 went through this phase. and often why in these forums i read of folks coming back to check on it. now that is my turn, be back later! i will be that guy in later 2019 popping in saying something and you're like 'how did that guy have 2k hours playing and hasnt played in a year?'?
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