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View Poll Results: Do you think MA should prioritize fixing this lag above all else?

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  • Yes

    131 92.91%
  • No

    10 7.09%
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  1. #101
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    Send me an email when you have that sorted out MA.

  2. #102
    Lag seems improved but still not fixed. I find it interesting that instead of really fixing it, they just took out the failed messages.
    Due to higher activity, players can now experience some inconvenience. In short, there isn't a bug to fix to get rid of the lag. There are several areas that could be improved and we are working to continuously release optimization in order to improve client and server performance. This is important for us and we hope to improve the experience for players in the upcoming patches.

  3. #103
    Elite Sub-Zero's Avatar
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    Quote Originally Posted by Dennis|MindArk View Post
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    Due to higher activity, players can now experience some inconvenience. In short, there isn't a bug to fix to get rid of the lag. There are several areas that could be improved and we are working to continuously release optimization in order to improve client and server performance. This is important for us and we hope to improve the experience for players in the upcoming patches.
    I understand that Dennis, and I thank for all the fixes ya have tried to make thus far. and I'm glad that finally some communication has been posted here. There can be some immediate improvements made not about the lag itself, but how the servers treat the player when the player gets the "lag spike".

    For example. When we get this "lag spikes" a mob can attack us but we cannot do anything against it.

    Is there not a way for the client to detect that we have gotten this lag spike and grant us the in-game buff "Arrival protection" that happens after we teleport? So the mob can't damage us anymore.

    This lag wouldn't be so annoying and frustrating if this got fixed. Also as a sidenote, why is it that in pvp zones (non lootable) if a mob reaches unreachable state we lose our ammo/decay?

    This is not really fair to us. Please make it so it works like in non pvp, in unreachable state the mob you will not lose any ammo or decay at all. A big annoyance for this is in Fort Cayuze at the Leviathan spawn (since it's in PVP zone) the mobs often get unreachable because of other leviathan blocking their path... And we lose precious peds and time when firing on unreachable state, not to mention have to go closer and lure more mobs and possibly die.

    Also since you know about the lag. Please plan ahead when designing events. Spread event mobs in many different servers with different maturities (most popular maturities have them in several different servers). To offset server load. When the servers get close to full or too much lag the players can choose another server. Important to do this for the upcoming migration.
    Last edited by Sub-Zero; 06-05-2020 at 12:28.

  4. #104
    Marauder Angel O2 Mercer's Avatar
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    Quote Originally Posted by Dennis|MindArk View Post
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    Due to higher activity, players can now experience some inconvenience. In short, there isn't a bug to fix to get rid of the lag. There are several areas that could be improved and we are working to continuously release optimization in order to improve client and server performance. This is important for us and we hope to improve the experience for players in the upcoming patches.
    Increased player activity should be a good thing, upgrade your servers? it's about time.

    Lag has been a recurrent issue for years. [ Proof ]

  5. #105
    Prowler Evey's Avatar
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    Quote Originally Posted by Dennis|MindArk View Post
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    Due to higher activity, players can now experience some inconvenience. In short, there isn't a bug to fix to get rid of the lag. There are several areas that could be improved and we are working to continuously release optimization in order to improve client and server performance. This is important for us and we hope to improve the experience for players in the upcoming patches.
    This doesn't sound too good.
    This is telling us the game cannot grow much further because the code and or servers doesn't allow it?
    As you guys saw, the lag is causing us massive frustration, especially during the events so maybe it's time for a solution more ...outside the box? Something more radical?

    - Try audit the code and server settings, do a wide code review in sensitive areas with another dev team from another company.

    Optimize terrain / textures...

    - Restrict the spawned mobs maybe? You could make the spawns react to hunters and only have like 10% of mobs spawned and respawns once a couple of creatures die. Or take them out (if full HP) if they are not needed and if they consume server resources for movement... add them when players move into the area...


    Something really has to change because at times it makes no sense to play it even for the most addicted of us and also no one likes to hear there's no possible growth of the game (be it investor or player)

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