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Dragon Runs in WoD

sandukutupusandukutupu Member Posts: 2,285 Arc User
Earlier there was some player not understanding the DR or Donut Runs as I call them. So I updated the official wiki here: Dragon Run

If 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!
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Comments

  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User
    Nice article, but I have to contradict to the Icy Terrain fairy tale. If Icy Terrain would cause a SERVER lag, EVERYONE would experience it. At the same time and in the same way. That is NOT the case. Observations clearly debunk the myth of the server side lag causing Icy Terrain encounter spell.
  • mysteriasdrassamysteriasdrassa Member Posts: 299 Arc User
    edited January 2018
    Lol.. I have to laugh whenever I see people calling for no Icy Terrain... (insert sarcasm here) yeah right.. about a year ago, people were blaming it on Prism which was just as much bunk as blaming it on IT now. Lol lol lol
  • zanaspus1zanaspus1 Member Posts: 67 Arc User
    With my new super-duper gaming comp, I find 99.99% of server lag not to be server lag. ;)
  • sandukutupusandukutupu Member Posts: 2,285 Arc User
    edited January 2018
    To be honest, the lag exists, my main is a CW so I refrain from the usage during the run. It is more a localized lag due to the fact you have up to 40 players in the same given area and NOT just in the same zone. My husband is the specialist and could explain it better. I made the huge mistake of asking him about it, and got the whiteboard answer complete with packets and data transfers, after which my brain turned to mush...
    Without further delay I hand the keyboard off to my husband;

    This localized lag may not affect you in any given instance, you need to be near the other players to be affected. Most 3D online games have to do the following in order to work the quickly. The client is the program you are running, every micro second it packs up all the data about your character and how all nearby characters are affecting you. Then sends that data in a compressed file packet to the server in or near San Jose, California. Copies of the packet are sent back to ALL the players in your given AREA and decompressed by their clients.

    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. <3 I will change it up on the wiki in just a minute.
    wb-cenders.gif
  • wintersmokewintersmoke Member Posts: 1,641 Arc User
    edited January 2018

    To be honest, the lag exists, my main is a CW so I refrain from the usage during the run. It is more a localized lag due to the fact you have up to 40 players in the same given area and NOT just in the same zone. My husband is the specialist and could explain it better. I made the huge mistake of asking him about it, and got the whiteboard answer complete with packets and data transfers, after which my brain turned to mush...
    Without further delay I hand the keyboard off to my husband;

    This localized lag may not affect you in any given instance, you need to be near the other players to be affected. Most 3D online games have to do the following in order to work the quickly. The client is the program you are running, every micro second it packs up all the data about your character and how all nearby characters are affecting you. Then sends that data in a compressed file packet to the server in or near San Jose, California. Copies of the packet are sent back to ALL the players in your given AREA and decompressed by their clients.

    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. <3 I will change it up on the wiki in just a minute.</p>
    TL:DR

    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!

  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User

    To be honest, the lag exists, my main is a CW so I refrain from the usage during the run. It is more a localized lag due to the fact you have up to 40 players in the same given area and NOT just in the same zone. My husband is the specialist and could explain it better. I made the huge mistake of asking him about it, and got the whiteboard answer complete with packets and data transfers, after which my brain turned to mush...
    Without further delay I hand the keyboard off to my husband;

    This localized lag may not affect you in any given instance, you need to be near the other players to be affected. Most 3D online games have to do the following in order to work the quickly. The client is the program you are running, every micro second it packs up all the data about your character and how all nearby characters are affecting you. Then sends that data in a compressed file packet to the server in or near San Jose, California. Copies of the packet are sent back to ALL the players in your given AREA and decompressed by their clients.

    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. <3 I will change it up on the wiki in just a minute.</p>
    You are wrong, it is not a plausible theory that icy terrain causes a SERVER side lag, it is a fairy tale. You said it yourself: it may cause localized lags and I admit that. But there were observations that even if you are in the same zone, even participate in the same dragon run, some players have the lag, some don't. That clearly debunks a systematic (server side) problem and reduces it to the client machines and/or the routing.
  • mysteriasdrassamysteriasdrassa Member Posts: 299 Arc User
    Like I said, a year ago it was being blamed on Paladin's Prism, 2 years ago it was another power being blamed... now it's Icy Terrain..... a year ago I nearly bought into this myth, but then my fiance bought me a new super gaming comp and it all went away... huh, funny that
  • sandukutupusandukutupu Member Posts: 2,285 Arc User
    Thanks for your opinions in this matter, but until a developer says otherwise, my husband showed me that my CW's sent packets increase by 25% every time I use Icy Terrain. He wanted me to remind everyone he has no clue what size the packet are but could use a packet sniffer to find this out. It is his opinion, "This is a silly argument, about a silly game, and waist of time." .

    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!
    wb-cenders.gif
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited January 2018

    Lol.. I have to laugh whenever I see people calling for no Icy Terrain... (insert sarcasm here) yeah right.. about a year ago, people were blaming it on Prism which was just as much bunk as blaming it on IT now. Lol lol lol

    Prism had a loop. and it was 100% reproducable to even a crash instance with it. It was done, reproduced, server was crashed repeatedly on preview, recorded, and 0.5-1sec ICD was added to prism as a fix.

    To be honest, the lag exists, my main is a CW so I refrain from the usage during the run. It is more a localized lag due to the fact you have up to 40 players in the same given area and NOT just in the same zone. My husband is the specialist and could explain it better. I made the huge mistake of asking him about it, and got the whiteboard answer complete with packets and data transfers, after which my brain turned to mush...
    Without further delay I hand the keyboard off to my husband;

    This localized lag may not affect you in any given instance, you need to be near the other players to be affected. Most 3D online games have to do the following in order to work the quickly. The client is the program you are running, every micro second it packs up all the data about your character and how all nearby characters are affecting you. Then sends that data in a compressed file packet to the server in or near San Jose, California. Copies of the packet are sent back to ALL the players in your given AREA and decompressed by their clients.

    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. <3 I will change it up on the wiki in just a minute.</p>
    This is a description of Voice over IP for example, or decentralized game, but not exactly how online games communicate, and this is not the case in NW. You do not recieve a copy of an update packet from another player. There is never any communication between player to player. A player will receive update packets based on a tick rate, there could be more info there or less, and it can be split to several packets depending on the net protocol, but it's not a copy sent by another player. I believe your husband meant that the information processed and copied but not the packet as is by itself.

    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.

    Thanks for your opinions in this matter, but until a developer says otherwise, my husband showed me that my CW's sent packets increase by 25% every time I use Icy Terrain. He wanted me to remind everyone he has no clue what size the packet are but could use a packet sniffer to find this out. It is his opinion, "This is a silly argument, about a silly game, and waist of time." .

    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!

    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.
  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User
    edited January 2018

    Thanks for your opinions in this matter, but until a developer says otherwise, my husband showed me that my CW's sent packets increase by 25% every time I use Icy Terrain. He wanted me to remind everyone he has no clue what size the packet are but could use a packet sniffer to find this out. It is his opinion, "This is a silly argument, about a silly game, and waist of time." .

    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!

    I am not sure if I was expressing myself unclear, my argument is not about faith. I did not say "I believe this, therefore it has to be" (quite frankly, that is more like you and your husband are argumenting). I said it was OBSERVED that your husband's theory is wrong.

    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".
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    On the topic causing lag, it is a fact that Astral Seal with burning guidance was causing big lag in Tiamat, so much so that they had to change the tick rates to fix it. I also remember people vehemently denying that this was the case with very long arguments as to why this was an impossibility, but the fix clearly make Tiamat playable again.
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    Icy terrain has been proved MANY TIMES to cause lag, but particularly when multiple people use it. Normally the server can cope with 1. We've all seen it, it appears to be server side as it affects people with fast connections and top end PCs.
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