Page 1 of 2 12 LastLast
Results 1 to 20 of 24

  Click here to go to the first Dev post in this thread.   Thread: Network Stability Update

  1.   Click here to go to the next Dev post in this thread.   #1
    Spacetime Studios Dev Carapace's Avatar
    Join Date
    Apr 2012
    Posts
    2,137
    Thanks Thanks Given 
    139
    Thanks Thanks Received 
    2,208
    Thanked in
    875 Posts

    Default Network Stability Update

    Hey everyone, here's an update on Network Stability issues!

    Recently we performed some internal tests where we played with a number of variables in a busy dungeon run to analyze their network impact. The end results were positive for the changes we made, and we are going to begin making modifications to identifiable problem zones gradually. Here's what that can potentially entail for an addressed zone:

    • The size of enemy groupings/pulls will be reduced
    • The leash range of the enemies in a zone will be reduced. This is the amount of distance an enemy will leave its originating place in order to chase after a player
    • Reduction of number of enemies overall in a map
    • Reduced overlap between enemy groups. This prevents one group combining with 3, 4, or even 5 other groups into a nightmarish swirl of network issues.


    This does not imply that all of these things will be applied to a zone, however they are all things we can utilize to improve performance in these zones. The goal is to find an appropriate balance where the map is still fun, players can still do their AOE, but in way that isn't going to bring the server to its knees.

    With this in mind, the first map we are improving is "Tindirin - The Wilds". In this instance all of the above have been applied, and it was identified as a good starting map to play with because it's not a heavily farmed zone and is off the beaten path by comparison to many others, and had the potential for really nasty overloaded pulls and heavy network traffic.

    Expect it to go out sometime soon, with future updates related to the next maps that are going to be receiving the performance optimizations. The big bonus from this is every map that gets this change will have an impact on server bandwidth across the board. Small at first, but over time these improvements will go a long way to helping overall stability.

    This will be an ongoing process and we will make sure to keep you all up to date on what changes are being made and when. This way, we will be able to address any passive impacts these changes have on the game as they come up. We look forward to your continuing feedback and the ability to provide you with a much smoother game experience.

    -Carapace
    Last edited by Carapace; 01-15-2015 at 04:43 PM.
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  2. The Following 11 Users Say Thank You to Carapace For This Useful Post:


  3. #2
    Senior Member Madnex's Avatar
    Join Date
    May 2012
    Location
    In my house.
    Posts
    3,430
    Thanks Thanks Given 
    510
    Thanks Thanks Received 
    1,455
    Thanked in
    656 Posts

    Default

    Awe, guess no more monster pulls. Oh well, looking forward to see how these changes have affected the number one destination for dragkin teeth farming.

  4. #3
    Senior Member
    Join Date
    Aug 2013
    Posts
    1,088
    Thanks Thanks Given 
    40
    Thanks Thanks Received 
    53
    Thanked in
    30 Posts

    Default

    Hmmm

  5. #4
    Senior Member Candylicks's Avatar
    Join Date
    Mar 2014
    Location
    OAW bed
    Posts
    4,460
    Thanks Thanks Given 
    659
    Thanks Thanks Received 
    2,591
    Thanked in
    1,017 Posts

    Default

    Quote Originally Posted by karrdath View Post
    Hmmm
    IKR. We have had zero issue w/ stability as of late. Now we can't pull as many, and if you read point #2 sounds like parking is done.

  6. #5
    Senior Member lethaljade's Avatar
    Join Date
    Jun 2013
    Posts
    823
    Thanks Thanks Given 
    97
    Thanks Thanks Received 
    126
    Thanked in
    65 Posts

    Default

    Lol timed runs gna be slowwww

  7. #6
    Luminary Poster Zylx's Avatar
    Join Date
    Oct 2013
    Location
    U.S.
    Posts
    5,705
    Thanks Thanks Given 
    500
    Thanks Thanks Received 
    2,217
    Thanked in
    935 Posts

    Default

    Quote Originally Posted by Candylicks View Post
    Now we can't pull as many, and if you read point #2 sounds like parking is done.
    That's exactly what i was thinking.

    This is basically like a nerf to the mages' purpose. CC is fun and more efficient with a mage, but if there isn't going to be a large crowd, you might as well retire your mage and play a rogue.

    IGN: Łʊƈɨƒɛʀ
    Join the Discord Community!
    Arcane Legends Discord

  8. The Following User Says Thank You to Zylx For This Useful Post:


  9. #7
    Luminary Poster Zylx's Avatar
    Join Date
    Oct 2013
    Location
    U.S.
    Posts
    5,705
    Thanks Thanks Given 
    500
    Thanks Thanks Received 
    2,217
    Thanked in
    935 Posts

    Default

    Quote Originally Posted by lethaljade View Post
    Lol timed runs gna be slowwww
    Which is why they should wait for the season to refresh, otherwise the current standings would basically be locked in.

    IGN: Łʊƈɨƒɛʀ
    Join the Discord Community!
    Arcane Legends Discord

  10. #8
    Forum Adept
    Join Date
    Feb 2014
    Location
    Mersin, Turkey
    Posts
    398
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    11
    Thanked in
    10 Posts

    Default

    thanks

  11. #9
    Senior Member hozukreti's Avatar
    Join Date
    Jul 2013
    Posts
    1,016
    Thanks Thanks Given 
    25
    Thanks Thanks Received 
    58
    Thanked in
    44 Posts

    Default

    Thank you for stabilization work.

  12.   Click here to go to the next Dev post in this thread.   #10
    Spacetime Studios Dev Carapace's Avatar
    Join Date
    Apr 2012
    Posts
    2,137
    Thanks Thanks Given 
    139
    Thanks Thanks Received 
    2,208
    Thanked in
    875 Posts

    Default

    It should be noted that presently timed runs do not exist for Tindirin maps as of a few months ago. We definitely understand the joys of AOE, and internally we feel that still exists with the adjusted version of the map. We'll have our ears open to feedback moving forward to keep things as fun to play while improving stability.
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  13. #11
    Senior Member
    Join Date
    Jan 2015
    Posts
    540
    Thanks Thanks Given 
    208
    Thanks Thanks Received 
    58
    Thanked in
    35 Posts

    Default

    Hehe if u mean data usage, idc i use unlimited internet lol but if u mean lag, thanks

    Sent by a nub using Tapatalk
    IGN: Vrao/Bjzg

  14. #12
    Member Hanschey's Avatar
    Join Date
    Feb 2014
    Posts
    155
    Thanks Thanks Given 
    6
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    was waiting for this message and not "because of your internet connection" causing the lag and dc..

    A big thanks!

  15. #13
    Member
    Join Date
    Feb 2014
    Posts
    63
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    Is there any update about the said log n high ping?-:-)..its been a week know.. some of us experiencing this problem.--. High ping n dc-. Our connection is fast but normal ping is 3k + then got higher is a seconds then DC.

  16. #14
    Member
    Join Date
    Jul 2013
    Posts
    104
    Thanks Thanks Given 
    33
    Thanks Thanks Received 
    45
    Thanked in
    24 Posts

    Default

    Hello, guys! Obiously quickly increasing ping and dc in pvp and sities not associated with huge pulls and many mobs! I havent problems with elites. I dont think we need this implementation. Just my opinion.

  17. The Following User Says Thank You to rstilzchen For This Useful Post:


  18. #15
    Senior Member notfaded1's Avatar
    Join Date
    Jan 2014
    Location
    Arizona
    Posts
    874
    Thanks Thanks Given 
    523
    Thanks Thanks Received 
    265
    Thanked in
    155 Posts

    Thumbs up

    Quote Originally Posted by Madnex View Post
    Awe, guess no more monster pulls. Oh well, looking forward to see how these changes have affected the number one destination for dragkin teeth farming.
    exactly what I was thinking... it's also where we often run endgame to see if they have what it takes to join the guild...

    Some of us really do understand the complexity of the network stack with your own communications code running on top of it... I for one definitely appreciate the attention to this Carapace... it's a big big deal.
    Last edited by notfaded1; 01-16-2015 at 09:12 AM.
    rogue ~ retired GM Enigmatic

  19. #16
    Member Brufuzzz's Avatar
    Join Date
    Sep 2014
    Location
    Netherlands
    Posts
    78
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    16
    Thanked in
    6 Posts

    Default

    Can you guys also fix the network for clash fights in pvp? I normally never have problems with lagg/delays, but if there is a clash fight, than my screen always starts to lag after some time... It seems that everybody has this problem and people rather die in a clash after 5 minutes, to walk properly again.

    Brufuzzz

  20.   This is the last Dev post in this thread.   #17
    Spacetime Studios Dev Carapace's Avatar
    Join Date
    Apr 2012
    Posts
    2,137
    Thanks Thanks Given 
    139
    Thanks Thanks Received 
    2,208
    Thanked in
    875 Posts

    Default

    Quote Originally Posted by rstilzchen View Post
    Hello, guys! Obiously quickly increasing ping and dc in pvp and sities not associated with huge pulls and many mobs! I havent problems with elites. I dont think we need this implementation. Just my opinion.
    This is true and something we discussed internally. The big picture is that moving forward with the game and ideas we have in the pipeline this is more of a preventative measure. A preemptive strike against future DC and lag issues while the lag is currently good. The issues that came up during the holiday season last year were a major wrench in the works, and forced us to scramble to adjust and fix things to stabilize for the Winter Event. With the knowledge we now have we're going to slowly chip away at data across the network across the board with heavily used zones to stop wrenches from ever hitting the gears in the future. Ideally anyway.

    In a sense you are correct, we don't need to do this right now, but the cost of not doing it could be disastrous in the future. We're mitigating that risk in an intelligible way over time to keep things as stable as they are or better.

    Having said that, as a designer the fun level for the maps is also incredibly important. This is why moving forward into future map updates we will be communicating which map we are working on and discuss with the community how they use that map and what we need to retain about the content to the best of our ability while also accommodating our goal of bandwidth improvement.

    -Carapace
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

  21. The Following 2 Users Say Thank You to Carapace For This Useful Post:


  22. #18
    Member
    Join Date
    Dec 2014
    Posts
    163
    Thanks Thanks Given 
    55
    Thanks Thanks Received 
    5
    Thanked in
    3 Posts

    Default

    Ping is really pathetic

  23. #19
    Member
    Join Date
    Jul 2013
    Posts
    104
    Thanks Thanks Given 
    33
    Thanks Thanks Received 
    45
    Thanked in
    24 Posts

    Default

    Quote Originally Posted by Carapace View Post
    This is true and something we discussed internally. The big picture is that moving forward with the game and ideas we have in the pipeline this is more of a preventative measure. A preemptive strike against future DC and lag issues while the lag is currently good. The issues that came up during the holiday season last year were a major wrench in the works, and forced us to scramble to adjust and fix things to stabilize for the Winter Event. With the knowledge we now have we're going to slowly chip away at data across the network across the board with heavily used zones to stop wrenches from ever hitting the gears in the future. Ideally anyway.

    In a sense you are correct, we don't need to do this right now, but the cost of not doing it could be disastrous in the future. We're mitigating that risk in an intelligible way over time to keep things as stable as they are or better.

    Having said that, as a designer the fun level for the maps is also incredibly important. This is why moving forward into future map updates we will be communicating which map we are working on and discuss with the community how they use that map and what we need to retain about the content to the best of our ability while also accommodating our goal of bandwidth improvement.

    -Carapace
    Got it.

  24. #20
    Junior Member
    Join Date
    Oct 2014
    Location
    Norfolk, Virginia, United States
    Posts
    33
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    I've been having bad lag after I've update

Similar Threads

  1. Update on Arcane Legends stability issues
    By null_void in forum AL Announcements
    Replies: 29
    Last Post: 01-15-2015, 02:43 PM
  2. Network
    By PopEddy12 in forum AL General Discussion
    Replies: 8
    Last Post: 08-04-2014, 05:54 AM
  3. Poor connection stability after update this weekend
    By euromikeym in forum AL Technical Issues and Bugs
    Replies: 6
    Last Post: 02-21-2013, 02:31 AM
  4. Network Unstable
    By Rittik in forum SL General Discussion
    Replies: 0
    Last Post: 10-27-2011, 10:04 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •