Earlier there was some player not understanding the DR or Donut Runs as I call them. So I updated the official wiki here:
Dragon RunIf players could take some time, the wiki will be more the go to source for all Q&A in the game. If you have a new player asking you question tell them where to find it, and if it doesn't exist, create it. Thanks!
Comments
Without further delay I hand the keyboard off to my husband;
The "area" could be the entire instance, it could mean the visual or audio area, or it could mean fixed distance from you. The area variable is only known to Cryptic and a developer could answer that unknown better. Meanwhile all their clients are doing the same exact procedure. Meaning, if you are nearby 35 players, you are receiving 35 packets from them, and all the AI (enemies) as well. If you happen to running this game on a high end gaming machine with a good ping rate (time in milliseconds taken to send packets), then you may not perceive a lag, but it still exists.
The next question would be why would this Icy Terrain action cause anything more to happen? I don't play this game, but I do understand the device affects a large amount of enemy AI, compounded by damage lasting up to 8 seconds. Quite frankly, I haven't tested against other data, so at this point we can call it a plausible theory, but not a fairy tale;
1. "Icy Terrain" will cause a localized lag, so could other actions as well.
2. The degree of the lag can and will be different for everyone involved.
3. Other players impacted by the lag may reduce or minimized their need for data on their client. Technical support might help in this area.
4. Further testing can be done by players or the company, to determine the extent of lags from each action during this event.
One way to test the lag on a any character is to enter a control area such as a solo dungeon and turn on the packet display (/netgraph 1) in chat. Then cast Icy Terrain and observe the packets and ping rates. After recording your tests change the variables by adding a party. I believe you will find your ping and packet ratio will get exponentially larger as you add other players and enemies. But this is a given for any online game sharing massive amounts of data across a network.
At least you didn't have to look at the whiteboard. I will change it up on the wiki in just a minute.
Lag exists... Just because you don't experience the Lag, does not mean that the Lag does not exist... Lag is not caused by any given power, but by overloading the instance... Got it. Thanks!
If you are of a mind to prove him WRONG, it will remain a theory, and is posted as such on the wiki. But you need either a developer or some method you used to come to your conclusion, not just "I believe this, therefor it has to be." That is not science it is called faith.
Have fun!
What people got in dragon runs and other instances is not network lag at all, but server tickrate drop.
The server has 'frame rate' more commonly called tickrate, because there are no frames to draw, but a cycle of calculation about player position, power interaction, and any action. Once all the change was calculated for all relevant players, an update packet sent to them.
https://en.wikipedia.org/wiki/Netcode
The issue is that the interaction of some power looped, when a triggered power triggers itself, or a power that in turn could trigger itself again, and as such it took the server either a very long time to finish that chain, or it will go into infinite loop and crash. When it doesn't crash but the update is slowed down from what usually is about 30 ticks per second to as low as 1 or even 1 per 4 seconds, to the client side the feeling is of massive lag. While the network transport has nothing to do with it.
Again, this was 100% reproducible and a preview server was crushed as proof, saying it never existed is... well, just false. In science you also in most cases can't prove a negative. Icy Terrain may send more data, or may not, but more info sent due to player interaction by itself is normal, you will see the same thing with players jumping around. Icy Terrain on it's own has a stable tickrate of tick every 0.5seconds and unlikely to cause issues. What used to cause issues is looped procs, for example lightning WE on icy terrain (not looping now).
But again, the issues in WoD, Tiamat, etc.. were not network lag, but the inability of the server to finish the needed calculation in the time frame, some were just due to side effect of every player * every attack, like for example Astral Seal, that had to proc for every player attacking the dragon * for every of their attack, exponentially increasing the load for every seal. Or Prism that proced burning guidance, that proced prism that proced burning guidance that procced prism and you get the idea, server stuck, until packets drop completely.
From a scientific point of view, your husband created a theory (more a hypothesis) based on your observations. If that hypothesis was correct, everyone could observe and recreate it under the same circumstances. However, since that hypothesis - as every good hypothesis - is falsifiable, it is clear that as soon as it was falsified it is wrong. Disproved. Debunked. Your husband's hypothesis is disproved because a lot of people did not observe the lags that you are experiencing under the same circumstances. That is called the "scientific method".