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The Wretch
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Posted - 2003.06.28 18:52:00 -
[1]
Okay I could not stand it any more so I had to waste some of my online time doing a little cargo container lag experiment.
I went to a asteriod belt, killed the pirates, and started releasing cargo containers using cheap ammo rounds. I layed over 70 cans plus what was being left by exploding pirates. Now it was interesting to see my lag did not increase at all during this time (systems performance or network).
So then I warped out of the belt and warped back in. There was absolutely no difference in load time.
Then pirates spawned again - 4 of them. This time I did not fight them, but instead warped out of the belt. Then I warped back into the belt and got a very long load time (about 15 seconds).
The lag is not the cargo containers, but simply ship activity (player or npc). However this has to be fixed somehow. It is too much of an advantage for a defending force to have. The 5 second immunity time helps some, but I think any greater of a delay would hurt the combat part of the game.
Please fix the "mechanics" of this problem very soon. I think a lot of the complaints you see running around would stop and be better for everyone.
Also weapons disrupters seem bugged (broke). We were trying out different strategies with various combinations of electronic warfare. When using weapons disrupters we found no noticable penalties induced by them at ANY range no matter how many we used in an array.
Going to try some more stuff using the disrupters and remember to capture the log for details.
Edited by: The Wretch on 28/06/2003 18:55:17
The Wretch Cyberdyne Systems CEO
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klaartu
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Posted - 2003.06.28 18:57:00 -
[2]
This should have been resolved in beta phase.
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Beseb
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Posted - 2003.06.28 19:03:00 -
[3]
It's the rendering of ships that causes the lag. Those are complex models, so they have alot of data attached to them to render fully.
They should have bare bone models that load first and then once the player has control of his ship, the details can be loaded at a moderate pace.
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Jash Illian
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Posted - 2003.06.28 19:07:00 -
[4]
That's what people have been trying to say.
When Kwai and Major Gormur went on a killing spree to end phase 6, there was a huge brawl in Metropolis. Kwai aand Major Gormur left a huge amount of cargo pods, which is what happens when you have people in battleships using tech level 5 smart bombs. While everyone was there, the lag and the load times were atrocious.
When they left, the cargo pods remained but the lag went with them.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Alvin
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Posted - 2003.06.28 21:56:00 -
[5]
Shouldn't even have to load a ship model. That's why you have a client, installed from a CD in a directory with a bazillion files. It already knows what the ship looks like. All the server needs to do is tell it that "ship type N" is there. No huge amount of data to be downloaded -- or there shouldn't be.
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Damon Vile
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Posted - 2003.06.28 22:03:00 -
[6]
Someone in our corp last night was asking why they can't load wile you're warping. The game knows exactly where you are going to come out and it even knows whats going to be there...for the most part. If it has to lag wile it loads why can't it do that durring warp?
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Beseb
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Posted - 2003.06.28 22:23:00 -
[7]
Alvin,
Yes, the basic model is on the client, but not orientation, lighting and a ,myriad of other things that affect complex models.
Don't get me wrong, I'm sure with some thought to the matter, CCP could go a *long* way to improving load times in ship infested areas.
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Alexander Drake
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Posted - 2003.06.28 22:52:00 -
[8]
I've not much to say on the subject that does not eschew dissapointment, but I do agree with Vile, that would make sense as you are not exactly able to drop out of warp right now. (another solution would be adding a player-selectable warp distance. something like a slider between 100km and 20km. that would neatly bypass the horror of being lagkilled so easilly without recoding things too much). -=-------------------------------------------=-
"Violence is not the answer, it is the question. YES is the answer."
::CEO/Founder:: -=Draconis Heavy Industries=- |

KrapYl
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Posted - 2003.06.29 00:56:00 -
[9]
The thing is... it does not take seriusly time to enter a 15-20 ship blokaded gate... but as soon as there is 5 ships, and 15 cans, things get nasty for the lower end PC... and not much needed more for lagging out even the highest end PC's..
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Davich MacGregor
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Posted - 2003.06.29 03:40:00 -
[10]
<This should have been resolved in beta phase.>
LOL...this IS the beta phase. It's a pay to play beta phase. Will probably last another three, four months. Maybe as long as a year. If you played AO you will know what I mean.
Stellar Products and Quality Resources ticker: SPQR established 6-03
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M0RPHEUS
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Posted - 2003.06.29 05:15:00 -
[11]
true. but now AO is a good game with a bunch of dedicated players. Ask me nicely and I won't pod you... |
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