The lag issues are more related to Guild Night than Reim hunters. It's when both are combined that it is quite noticeable.
Wyrom, PM
SIMU-WYROM
GIBESON1
Re: Guild Night lag
09/28/2017 02:38 PM CDT
So now can all you guild people please stop playing so much? It's ruining my Reim time. Please don't be selfish, thank you for your consideration in advance.
ARCHSENEX
Re: Guild Night lag
09/28/2017 02:45 PM CDT
>> It's when both are combined that it is quite noticeable.
If that's the case, then it does make sense for one or the other to move, at least until a long-term fix can be put into place.
If that's the case, then it does make sense for one or the other to move, at least until a long-term fix can be put into place.
WHIRLIN
Re: Guild Night lag
09/28/2017 02:54 PM CDT
Given that October is EG, I don't think either HOA or Guild night will have sufficient interest to both cause too much lag... unless EG out does each of us and causes even more lag!
It's also worth noting, HoA has done Reim every single night for the last 10 months. The only difference is wednesdays are a calendared farming night. There's an assumption that merely by changing the calendar, even if we're conducting similar actions, that we will have that large of an impact on the turnout. If we have the same turnout, farming or progression, we will generate the same system load. While we are considering moving Farming Nights to Thursdays, since we are running on a daily basis, I would still anticipate similar concerns even with an unofficial event. So if we're damned if we do, damned if we don't... why do? Change for the sake of change is just additional work on multiple people's shoulders... Plus, takes a bit of lead time to process calendar changes!
If we do decide to move our farming night, it would be effective in November, post EG, where hopefully we will have some additional information if the Simutronics team has come up with a good troubleshooting solution to the problems.
It's also worth noting, HoA has done Reim every single night for the last 10 months. The only difference is wednesdays are a calendared farming night. There's an assumption that merely by changing the calendar, even if we're conducting similar actions, that we will have that large of an impact on the turnout. If we have the same turnout, farming or progression, we will generate the same system load. While we are considering moving Farming Nights to Thursdays, since we are running on a daily basis, I would still anticipate similar concerns even with an unofficial event. So if we're damned if we do, damned if we don't... why do? Change for the sake of change is just additional work on multiple people's shoulders... Plus, takes a bit of lead time to process calendar changes!
If we do decide to move our farming night, it would be effective in November, post EG, where hopefully we will have some additional information if the Simutronics team has come up with a good troubleshooting solution to the problems.
VANKRASN39
Re: Guild Night lag
09/28/2017 02:55 PM CDT
>If that's the case, then it does make sense for one or the other to move, at least until a long-term fix can be put into place.
I wouldn't be opposed to the official guild night time moving around quarterly or every 6 months to benefit more of a variety of people, even changing the time of day (maybe sometimes daytimes on weekends, or going later in the night on weekdays), but I know that changing days/times confuses a lot of people and might result in less help for those trying to advance.
WHIGHTCNIGHT
Re: Simucon Giftbags
09/28/2017 02:55 PM CDT
All I can think of when I read this topic is how the GM in charge of the giftbag for Simucon is going "Excellent, feed the discussion, keep their minds off of me, more more more. With all this other attention I'll be able to postpone this until next year and use the same giftbag for 2 simucons... mwu ha ha!"
Or is that just me?
Or is that just me?
JOEKUPS
Re: Simucon Giftbags
09/28/2017 02:56 PM CDT
Don't give them any ideas...
Wyrom says, "Ordim is the reason savants won't be coded as well."
Wyrom says, "Ordim is the reason savants won't be coded as well."
KRAKII
JGALT22
Re: Guild Night lag
09/28/2017 03:51 PM CDT
Re: Wyrom - I'm glad to hear this is being worked on and hope a solution comes quickly. I have to ask: do you have an idea of the ballpark date we can expect this? Weeks, months, years?
Re: Whirlin - Thanks for your mature responses. I didn't know that you guys had an event every night. I'm still not clear whether you're saying that HotA server stress is the same every single night or if it's present every night with a spike on Wednesdays. If the latter, then I would disagree that changing the date doesn't address any concerns. I'm not aware of any weekly event that is comparable to Guild Night in either benefits or participation. For those us unwashed, uncapped masses that are trying to slog our way through the guilds it's a beacon in the wilderness. That being said, I'd have no problem if Guild Night was moved or altered rather than HotA. Here's hoping Simu swoops down with a solution sooner than later and renders all of this moot.
Re: Whirlin - Thanks for your mature responses. I didn't know that you guys had an event every night. I'm still not clear whether you're saying that HotA server stress is the same every single night or if it's present every night with a spike on Wednesdays. If the latter, then I would disagree that changing the date doesn't address any concerns. I'm not aware of any weekly event that is comparable to Guild Night in either benefits or participation. For those us unwashed, uncapped masses that are trying to slog our way through the guilds it's a beacon in the wilderness. That being said, I'd have no problem if Guild Night was moved or altered rather than HotA. Here's hoping Simu swoops down with a solution sooner than later and renders all of this moot.
GSLOVER
Re: Guild Night lag
09/28/2017 03:56 PM CDT
I totally ignored this post for a bit out of confusion due to it somehow being tagged onto the Simucon Giftbag thread.
Then the reply count kept growing and I had to click on it to be like "OK - what drama is happening with these darned giftbags? ... oh."
I must admit I'm not usually online on Wednesday nights, so I hadn't been noticing this. I do recall a bunch of lag the first night of raffles for Frontier Days, though - the ones with the kittens and lizards raffling off. No idea if that was due to the raffles or if Hand of the Arkati was also running Reim at the same time?
Then the reply count kept growing and I had to click on it to be like "OK - what drama is happening with these darned giftbags? ... oh."
I must admit I'm not usually online on Wednesday nights, so I hadn't been noticing this. I do recall a bunch of lag the first night of raffles for Frontier Days, though - the ones with the kittens and lizards raffling off. No idea if that was due to the raffles or if Hand of the Arkati was also running Reim at the same time?
VANKRASN39
Re: Guild Night lag
09/28/2017 03:59 PM CDT
>I didn't know that you guys had an event every night. I'm still not clear whether you're saying that HotA server stress is the same every single night or if it's present every night with a spike on Wednesdays.
the difference, unless I'm mistaken, is that on Wednesdays they stay in one room, building up a pile of junk/treasure, with more people than other nights, and on other nights they progress through the quest in a more timely fashion and don't build up the same number of items on the ground.
please correct me and I apologize if I am wrong. Here are the relevant parts of the event descriptions from the calendar:
Capped Reim Farming (Wed):
>This run will not focus on progression, but will enable participants to stay in the first area, and burn as many charges of Reim orbs as they want! Gather up that Ethereal Scrip!
Weekly capped Reiming (Tue):
>We will begin progression at 8:45 promptly, and move to clear the instance quickly.
CHULAK
Re: Guild Night lag
09/28/2017 04:22 PM CDT
Items don't build up on the ground. We pick them up and there aren't many, if any, junk drops that might get left on the ground. Cheats get zapped open, we do bags with gems, someone grans the odd weapon and wands, etc. Farm nights mean we stay in one room instead of moving and progressing through but are virtually identical to normal Reim nights. AFAIK nothing has changed in how the Reim runs and farm nights have been happening for the past 10+ months beyond a couple of extra people in the room.
When did the lag become noticeable? Were there any changes made at our around this time? Had guild night participation increased dramatically recently? Has something else been going on? Did it start around the W/P/S changes?
Could it be the extra couple people in Reim? Possibly, but a small increase shouldn't see this much lag get introduced. That is indicative of a larger problem somewhere or a cascading effect on the backend that we can't see.
Speaking in Faendryl, Jahosk says, "You will now be known as Blade Durakar, the Palestra."
When did the lag become noticeable? Were there any changes made at our around this time? Had guild night participation increased dramatically recently? Has something else been going on? Did it start around the W/P/S changes?
Could it be the extra couple people in Reim? Possibly, but a small increase shouldn't see this much lag get introduced. That is indicative of a larger problem somewhere or a cascading effect on the backend that we can't see.
Speaking in Faendryl, Jahosk says, "You will now be known as Blade Durakar, the Palestra."
ARCHSENEX
Re: Guild Night lag
09/28/2017 05:32 PM CDT
>> Could it be the extra couple people in Reim? Possibly, but a small increase shouldn't see this much lag get introduced. That is indicative of a larger problem somewhere or a cascading effect on the backend that we can't see.
Every combat action taken by every person in the room has to be sent to every person in the room. When you're alone, that's just you, so you generate N Messages, and they're sent to 1 Person. But when you have multiple people in the room, the messaging is sent to each and every one of them, so basically it turns it into N * M.
Additionally, if those people start firing AoEs, each action they take generates L targets. Since the spawns were open ended to number of people, you get L * N * M. Additionally, All the creature actions have to be sent to every player.
I don't know the numbers, but if you had say 20 creatures and 30 players each generating about 10 messages per combat period, that gives you a burdern of 6000. If those same 30 players were spread out, with even just one creature each, then the burden would be 300.
This is a huge simplification, but essentially it's very common in any computer scenario to have non-linear growth. Basically, when multiple people are in a room, they each consume an amount of resources equal to the resources that would have been consumed by ALL of them in an individual combat. Each.
This is why most MMO's never allow more than 25 people to be on a raid. GS May be simpler than a modern MMO, but in terms of data throughput, you'd be surprised to find that it probably generates JUST as much.
They blew out the NIC.
That being said, no player is doing anything "wrong." but something has to be adjusted because server instability is bad for everybody.
GAROFALOA
Re: Guild Night lag
09/28/2017 08:52 PM CDT
If I said it once I said it a million times, Whirlin is the reason why we can't have nice things. LOL
GIBESON1
Re: Guild Night lag
09/28/2017 08:55 PM CDT
Dont fret guys, they've nerf reim so we're getting like 5 spawns for 17+ people, we're talking about coming to a hunting area near you in place of Reim that will fix everything right?
SIMU-WYROM
Re: Guild Night lag
09/28/2017 08:55 PM CDT
>>Every combat action taken by every person in the room has to be sent to every person in the room. When you're alone, that's just you, so you generate N Messages, and they're sent to 1 Person. But when you have multiple people in the room, the messaging is sent to each and every one of them, so basically it turns it into N * M.
This is a good summary of why lag becomes unstable during invasions/large groups. There are some things specific to Reim that go into more calculations. On top of that, we've been seeing a large uptick in command input on Wednesday nights. We know that 30+ people hunting in the same area isn't the cause. We've seen higher in storylines and Duskruin.
We're still investigating the cause, right now we have some data that leads us to these two areas. We're going to implement some tools to track down more of the cause though before jumping to remedying the symptoms.
At this time no single group of people are causing it it though, so no need to be upset at Reim hunters or Guild Night members.
Wyrom, PM
This is a good summary of why lag becomes unstable during invasions/large groups. There are some things specific to Reim that go into more calculations. On top of that, we've been seeing a large uptick in command input on Wednesday nights. We know that 30+ people hunting in the same area isn't the cause. We've seen higher in storylines and Duskruin.
We're still investigating the cause, right now we have some data that leads us to these two areas. We're going to implement some tools to track down more of the cause though before jumping to remedying the symptoms.
At this time no single group of people are causing it it though, so no need to be upset at Reim hunters or Guild Night members.
Wyrom, PM
GIBESON1
Re: Guild Night lag
09/28/2017 09:01 PM CDT
Only you've already jumped to nerfing spawns in Reim. so what is it?
ARCHSENEX
Re: Guild Night lag
09/28/2017 09:04 PM CDT
Also, reading threads on the other forums, sounds like there's a lot of 709 going on. Given that Every arm counts as a monster for the N * M * L Calculation, Each sorcerer you add to the group increases the amount of burden for calculating AoE targets... More or less adding 1 sorc somewhat doubles the processor burden.
I'm assuming that All AoE spells probably loop through the room, detecting if the target is hittable. So for each person casting 709, you now have every single person who casts an AoE increase their calculation burden, etc. etc.
Honestly, it's fully possible that adding one sorc COULD be a major impact, just because of how the spells are designed.
I get that busting up the HoA group would cause a pretty heavy impact to their farming ability, but it may be necessary, just from a practicality standpoint. But knowing for certain would require more under-the-hood knowledge. However, that many players in a small space isn't something that is good, especially on a 30 year old game.
Ultimately, the scrip accrual rates may be heavily to blame, because let's face it, that's one of the big things that encouraged the large pack to form in the first place.
KANDOR
Re: Guild Night lag
09/28/2017 09:35 PM CDT
Some spells hit everything in the room, simultaneously. It's one thing for these to hit 10 or 20 critters in an invasion, but for them to hit 50 or 60 at a time is probably not a wise design. There used to be more of them, or more frequently used, as far as I know.
KRAKII
Re: Guild Night lag
09/29/2017 08:35 AM CDT
Except the server doesn't have to send messaging to the arms. (Or if it does, it send them at server-speed, since the arms reside on the server.)
The arms may be an extra source of messages, but that would just generate more messages to the same number of player targets, not be both a source and a target.
The arms may be an extra source of messages, but that would just generate more messages to the same number of player targets, not be both a source and a target.
SHEN1
Re: Guild Night lag
10/01/2017 07:24 PM CDT
In support of Wyrom and Staff, all Ranger guild activities have been suspended.
Blade Aurach
VANKRASN39
GS4-SLEKEN
Re: Simucon Giftbags
10/06/2017 07:49 PM CDT
I'm working on the script, but a large, last minute batch of EG script QC has been my priority.
ASGM Sleken
ASGM Sleken
VANKRASN39
Re: Simucon Giftbags
10/06/2017 07:54 PM CDT
>I'm working on the script, but a large, last minute batch of EG script QC has been my priority.
thanks for checking in and taking over the project :)
DARKSYDE32
Re: Simucon Giftbags
11/07/2017 12:55 AM CST
Any update on the goodiebags? I paid for these things at the beginning of July.
KCOX
Re: Simucon Giftbags
11/07/2017 04:46 AM CST
>>Any update on the goodiebags? I paid for these things at the beginning of July.
I too would like an update on the status of these. I've heard chatter here and there but would prefer to hear something more official.
I too would like an update on the status of these. I've heard chatter here and there but would prefer to hear something more official.
GS4-SLEKEN
Re: Simucon Giftbags
11/07/2017 07:25 AM CST
I posted over on the Simucon forums. I'm trying very hard to get the distribution for everything but the scripted item setup this week. I'm only going to post future updates over there outside of an announcement when the distribution is ready.
ASGM Sleken
ASGM Sleken
LORDEVARIN
Re: Simucon Giftbags
11/07/2017 07:54 AM CST
Can you (or anyone) provide a link to that post? I'm not seeing it and would like to follow along.
!>tell child to be quiet
The child cries, "I don't wanna!"
!>tell child to be quiet
The child cries, "I don't wanna!"
MAXMANJ
Re: Simucon Giftbags
11/07/2017 07:55 AM CST
It says he's trying to get the items out to people except for the scripted one which is taking time. He hoped for the 5th, then posted maybe the 6th. I didn't see anything after that.
Josh
Josh
DOUG
Re: Simucon Giftbags
11/07/2017 08:38 AM CST
>>Can you (or anyone) provide a link to that post?
http://forums.play.net/forums/SimuCon/SimuCon%20'17/General%20Discussions/view/245
Starts there, although the 'post referred to' is 253.
Doug
http://forums.play.net/forums/SimuCon/SimuCon%20'17/General%20Discussions/view/245
Starts there, although the 'post referred to' is 253.
Doug
KCOX
Re: Simucon Giftbags
11/07/2017 09:53 AM CST
Thanks for the link. I found a couple of other threads that were related to this but could never find the actual thread being used to discuss it.
JGALT22
Re: Guild Night lag
11/09/2017 09:30 AM CST
Did today's maintenance have something to do with this? It's been pretty bad the last couple guild nights after being good for awhile.