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  1. Based on your last update post, it really sounds like a bad connection going to the node - especially if the other affected people are on the same node. I would recommend that your ISP provider test their lines during the period of outage rather than during the hours of 'normal' operation. (Yes, that means they'll have to be out after dark...) And, if they don't know what a Time-Domain Reflectometer is..it might be time to introduce them 😉
  2. Aye, definitely per zone..just to compliment the list given. I'm kinda torn on the inclusion of hidden players in the numbers..I'm used to being able to do dev-level stuff (on another emulator) and have to remember I'm just a player here 😉 But, it would be nice to be able to report issues and include the zone load when something occurs 👍
  3. Would it be possible to get a player count total added to the /whoall command?
  4. I had this happen on Excelsior with one toon (an Energy/Shield stalker), and on Torchbearer with four toons ([Energy|Electric|Dark|Fire]/Shield stalkers) last night (Friday). It was pretty severe..at least half-a-second. I checked this morning and it was essentially non-existent..probably due to server load. I posted about the MapServer Event awhile ago..and this seems, to me, to be the same type of client update lag talked about there. Since the mobs are turning to face me before my Assassin's Strike goes off and my invis drops, I'm assuming there is a processing priority assigned to the different types of client update packets. The fact that mobs turn before the power animation is complete tells me that packets are coming in timely and network lag isn't the cause. The only things I can think of (sans source code) would be the way the client prioritizes update actions..or, priority-based server updates. I'm sure there are other things it could be, as well...
  5. Would it be possible to add a percentage of patrol experience indicator to the buttons of the character select screen? Right now, I have to guesstimate based on the number of days offline - which is doable..but, an indicator would be a much welcome addition. (This method fails when I log into a character and don't use up the patrol xp.) Instead of being always on, I'm thinking a toggle could be added to the bar at the top of the screen, or.. ..maybe even a command line argument to set a flag for the indicator. Thanks!
  6. There appears to be a missing utility pole .. or, something using these power lines is invisible 😉 [Torchbearer].[Steel Canyon].[-3587.0 30.0 2341.6]
  7. One of the things I've learned to help with pet pathing issues is to take 'Group Fly.' Not only does it give cleaner paths for pets to follow..but, I can resolve stuck pet issues by activating it and flying over the offending henchman - if the activation alone doesn't resolve the problem. Given this, can you guys test moving the starting location for pathing to 'eye level' rather than the base of the model to see if that helps? If not always active, you could add a 'stuck' trigger to switch from base to eye level for a given segment of the path. It might also help npc pathing - if it works...
  8. This is probably a one-off fluke with missing trial data, but... I was in a radio rescue mish with a MM using 'Steamy Mist' and ran into the 'hostage running off through walls' issue. (- before I learned about the stealth issue...) I spent a good 20 minutes trying to 'capture' the npc as he would run off as soon as he spawned off of the elevator. I was about to give up..but, decided to give it one more try - going back to the original hostage location. When coming down, I decided to click the elevator with the exit waypoint rather than the one I had been using. Sure enough, the hostage spawned and followed me..at least until I got too far ahead again... EDIT: I haven't run into this issue again just yet..but, I'll definitely try to capture some more data then next time I do.
  9. I was joking around in chat and someone commented I should make a suggestion about this~ Echo Hero Pets - a suggestion to extend their spawn time by using Anniversary Tokens - much akin to how the pressure washers work at the car wash 🤔
  10. I'm sure most everyone knows about this..but, I can't seem to find recent, constructive discussions about it. During mass spawn events when in a large group (a league of 2 or more teams,) there appears to be some massive delays that build up over the course of the fight. It cripples targeting and power cycling to the point of the game being unplayable during the battle. The delays are non-existent at the beginning of a fight..but, can extend to a couple of minutes at the end. During the recent MapServer event, I watched combat numbers and graphic effects continue on well after the last enemy had spawned (for two minutes...) - this is not simple network lag or high detail graphics settings. I've seen it in the Rikti Invasions and First Ward zombie events, as well as some of the singular GM events..though, to a much lesser extent with the GM events. To me, it seems like the packet buffers are flooded and the communications between server and client become disjointed in time. I've seen some people post that targeting a pet helps with the targeting issue..which reinforces my thoughts on buffer saturation as the cause. Is this something that can be looked at? Anyways, my two cents... Thank you for keeping such a great game alive!
  11. The only inferences that I can find online state that the server and client code are closed-source..is this true? Or, is there a public repository somewhere that I haven't found? After experiencing the recent 'MapServer' event and its included lag-fest, it got me curious as to how things are set up. I'd post this on Discord..but, it seems that I'm not allowed there anymore 🤷‍♂️ (could be my AT&T connection..been seeing that some sites are being blocked by customers' routers...) Any devs care to chat? 😉
  12. With the client/server code being closed-source, I can't even begin to speculate on the cause of it here..but... On EQEmu, we had a problem where peoples' inventories became so large that they would timeout on zone-in. This seemed to only affect certain people and the problem was traced to a player's ISP throttling their data transfers. Critical parts of the zone-in process were being dumped by the ISP because the transfer rate for that given period exceeded the customer's bandwidth cap. To wit: major parts of the client's inventory packets were missing, including the portion that advanced the loading stage in the client software. Having that person clear out their inventory resulted in them being able to complete the zone-in process once again. I'm not recommending that people rush out to change their ISPs..but, maybe the devs could shine some light on this?
  13. The two biggest boosts to performance for me were '/noparticles 1' and reducing my settings to their lowest settings (slider full left)..but, that did not reduce the message traffic lag nor the timer issues with powers..and let's not even talk about targeting... I even disabled camera shake. I can tell from how the battle ends that the lag is not from my computer..or, at least the hardware. (I have a ROG Strix laptop and a steady 385Mbps download stream.) It usually takes a minute or two for all of the 'battle chatter' to die off and people to start leaving. How often do devs reply to these threads? I'd be curious to know how their packet/buffer system works in the client and on the server~
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