WHAT LAG (The State of the Lag Part 2)
First part of the video shows another laggy ISA run. You can see stuttering, rubberbanding, and the dreaded misfire glitch.
Misfire Glitch
Affects:
Anything and
everything you can activate, BOffs powers, Captains abilities, Clickly Consoles, Weapons, etc...
Symptoms: Activitating ability puts it on cool down but does not activate it. Example: FAW, activating one copy of FAW puts both copies on a 20s cooldown and does not activate it.
In the first part of the video, along with the rubberbanding, you will see Ryan's abilities being activating, going on cooldown, but not actually triggering.
The War against Lag (Part3)
the second part of the video. You've seen our
ISA in T1 Ships and
Wait for Pets videos, this time the guys found another way to combat the lag and help the server out... no Bridge Officer or Captain abilities... actually no activatible abilities at all!
Yes, they finished ISA with the optional without using a single ability, only auto-fire!!!!
Enjoy!
Comments
We're running into walls with some forum members refusing to believe it's a server issue.
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It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
We've been on this since the Anniversary event, this issue hit us harder and before it really started affecting everyone else (2-3 weeks ago).
I know a lot of players state that it started then, but from out point of view it just got worse at that point.
BUT wait for the it must be your ISP or set up as iv never had it to start.
I (still) remain hopeful for a fix.
I really enjoy playing STO but, in the current state, space STFs are simply not fun.
Those who think its not a server issue must be really blind. There is no way how teams of players could slow down timers.
But there are those who claim they have no lags at all. I wish those could post a stf video. I would be really interested what could be the reason for them not getting lags. I do believe it is still possible that some players are not be affected. May it be the way they play or a reason we dont even think of.
in all seriousness as someone who doesn't seem to experience the same lag I would also like to hear the answer to this question
Since it's not ONE sever but a whole bunch I'd say uneven nodebalancing across the server farm.
If it were a player issue it would be ridicilously unlikely it would affect all 5 players in the same STF.;)
Thats the reason I asked for a video of a lag free stf run. It could be that those without lags play totally different, use different skills, traits whatever. Or it could even be an account problem.
I am pugging a lot and get lags in almost every stf. And every time i write about this in team chat somebody agrees. I have never seen somebody disagreeing so far.
And just as I already wrote. How couldnt it be a server problem when timers are slowed down. So 1 second on the timer needs 3 seconds real time. And that was not just a graphical glitch, npcs did not spawn until the timer run out.
No. There are those who simply stop playing without writing about it in the forum (know a few). And there are those casual players, doing episodes, foundry etc, where lags are almost non existant (which shouldnt be the case if it is an isp problem). A missing revolution is not telling enough to me;)
The cause of the lag issues some/many are experiencing on a daily basis could be a combination of traits/weapons/consoles related. Something that's causing the server and client to misbehave. In whatever fashion that may be.
None the less it's most certainly not a client side system issue (pc specs) or local ISP issue (since both EU and US players are experiencing this).
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It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
It is curious, but I haven't seen anybody do that. Different folks have offered all sorts of videos here and there to demonstrate the issues they are experiencing, but I haven't seen anybody stating that they're not - showing that they're not.
Players with maxed out, powerful toons, with all the toys get more severe lag and misfirings. While toons, like the new delta recruits, that don't have the latest and greatest shinies do not seem to have any problems.
Actually, if you want absolute proof that it's a server issue; go into Battle of Korfez, the Benthan phase... look at the timer, the one that says troop transport will spawn in 2:30 and look how it ticks down. Every 5 to 15 seconds real time, the timer will tick down 1 second.
SOB and Snipey spent 28 minutes in that phase waiting for the 2:30 timer to finish counting down...
Some Traits affect other players, so I am guessing the combined effect is lagging the servers to hell.
The more players with Traits bouncing off other players, and it gets worse.
The trick would be to get 20 or so players into an undine (already bad for lag anyways) space zone, and see how long it takes for the server to die....
Makes sense, the more of the spec tree's i fill out the worse its getting,,,,,,:(
Have you watched the full video? First part of the video there is a lot of lag, everyone who participated in that run was affected by it. The group was made up of people from the states to europe...
Now look at the second part of the video, no lag? what's the difference? They didn't use any abilities.
Here's the problem, when you have so many traits, specs, doffs, and starship mechanics that are affected by, or effect BOff and captain abilities, it puts a massive load on the servers.
Before DR, when you activate an ability it just goes off. now when you activate an ability a whole lot of extra calculations are done before it even triggers.
It was all fine before that, after it i barely am able to play the game normally anymore.
I mean no disrespect to people who have no issues due to whatever reason, infact im glad some people dont have issues.
But this doesn´t change the fact that there are loads of people who do and it isnt their fault.
Personally i´ve been trying whatever was in my might to find out if its on my end or if its not.
And at this point im simply out of options.
I´ve been talking to my ISP and having them test my connection, just for them to tell me that all is fine.
I´ve been re-installing my whole PC just to make sure there isnt anything wrong with it.
I´ve been checking everything possible on my home network just to find no issues at all with it, heck i event went to a friends place with a totally different ISP just to find the same issues there...
My PC is also sufficiently packed with hardware easily cappable to run current modern games.
Still everytime i try to do something ingame and i get rubberbanding, lags, disconnects, Softwares like Pingplotter shows Packetloss all over PWEs Nodes, nothing on my end:
http://i61.tinypic.com/2eq56rk.png
And this is how it usually looks like when i try to play:
https://www.youtube.com/watch?v=ninZKS-iza8
I am really not the kind of guy who easily puts the blame on someone else.
BUT, if i have done what is in my power to see if a problem might or might not be on my end just to see there is none on my end?
Then im sorry, something is going extremely south here.
See my above reply. The stuff sure as hell doesn't help, but I really don't feel that it is the root of the problem.
And now it seems they've built their tower of Babel too high and the foundations are crumbling. It is evident in this video and in others.
I've noticed that fixes and maintenance are coming in pretty frequently but it doesn't seem to be doing the trick. So now I'm wondering what lengths they will go to fix it. Closing the game down to give the code some TLC? Taking away the problem abilities or traits people have worked to unlock?
I am wondering if it has something to do with, not the new skills, but the shard infrastructure itself and the recent load it is under from players returning/new content. I don't know how commands from the player are handled or routed to finally do something in the game, but I am wondering if say, the instructions for bridge officer powers are handled in one part, and and are sent to another, say a map where certain conditions may apply to said powers, and then captain abilities/powers are handled elsewhere else on the shard and then have to be routed to the players client, and not all these parts are functioning at the same level of performance(this is just an example)? It just seems odd that there is such a wide variation of performance across the game for me.
Is anyone else experiencing this? Or is it just the same level of performance, poor or otherwise? Do you suffer the same lag on mission maps as you do (or not) in battlezones, or STFs?
I'm glad you brought this up because of a point i forgot to mention.
When you have 1 toon in a team that is tripped out enough to cause the server to lag, everyone on that team gets affected.
It's like one person lighting up a cigarette in a packed car, that one person is puffing on the stick but everyone in the car is smoking it.
That's why these days you will see some call outs with conditions like: no command ships, or no starship traits, etc..
BTW this has happened before, remember the Dauntless & Sar Theln traits + Agent Nerul bug? If there was 1 person on a team that was running both these traits with the Nerul DOff it would lag out the whole team.
That just shows there's many reasons for lag.
It also happened a long time ago with the Dominion shields + BFI Doff. One person could lag out the entire map when they redistributed their shields.
That reminds me of the old Odyssey bug, the one that lagged out an entire map when they used the Aquarius Escort console. My memory is hazy but I think that had something to do with hull textures.
the guys in the second part of the video averaged around 9k DPS with ONLY auto-fire.
Well, except Markus, but he's a scrub so that doesn't count.
Don't know if you guys have noticed but it gets worse around certain times. For example at 0600 gmt yesterday almost no lag at all. Managed to run herald sphere advanced without too many issue's. Then again around 1800 gmt I was brought to a complete stand still. To the point where it was almost like looking at screen shot.
It's an interesting point.
Does it
A) Show the rather dismal nature of STO's puglife?
or
Show the advantages that proper gearing gets you, like the ridiculous scaling between Mk XI and XIV weapons?
I do not believe for 1 sec that a dedicated server node with 5 people can't handle simple calculations when most gaming rigs can handle folding prime number calculations etc. These aren't fractal equations we're dealing with here. A code cleanup or weapon tweaking could go a long way as well by increasing the damage while reducing the frequency. Rather than trying to calculate each individual shot that is graphically rendered apply it as a bulk damage hit based on the weapon cycle. While this would have many unforeseen effects on the combat system they can go through and balance things out and it would literally cut a lot of the number crunching out by reducing it to 8 equations per cycle per ship vs the 40 or whatever it is now. But again that is a bandaid in my opinion and they need to check the servers themselves.
I've noticed the same thing. A good friend I play with and I tend to have certain times we just don't even bother to log in unless we do just DOFF a bit because it's a waste of time.
I am starting to think its those traits hogging the bandwidth checking/updating too many times.
I have only 2 traits and i do get lag sometimes but nothing like this and im sure these guys are stacked with traits and passives as they are much further ahead of me with that.
I also remember not nearly as many issues when DR launched and the traits came to be. What traits is everyone using.
I use only reciprocity/Pedal to the Metal. Perhaps even some traits are bigger offenders.
If upper management doesn't want to allocate more manpower or funds for system upgrades nothing will change.
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It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.