"We see no evidence of server side lag."

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Comments

  • DreadweaverDreadweaver ✭✭✭
    > @X359M66LDE said:
    > According to eu forum, "Noctenium infusions causing lag"
    > https://board.tera.gameforge.com/index.php/Thread/67879-Noctenium-infusions-causing-lag/


    How so ?! :eh:
    Can someone investigate it?
  • AkthanakosAkthanakos ✭✭✭
    edited June 12
    i can confirm this, i just tested it and it is indeed the nocs causing the delay here on NA as well. @Spacecats

    Tera Eu test from Aparia:
    6389dcc069.png

    My test here on NA tera:
    bd50f9d214.png
  • voidyvoidy ✭✭✭✭
    What's interesting is how the cage glitch was a problem in Korea as well. Back when this dungeon first came out over there, I saw streams of them flipping out in voice chat when it happened to them. Basically kTera receives a patch with inevitable problems in it, which is expected because it's the first version of it. But then they ship that same bundle of broken content to everyone else, despite having known about these issues for months. I've always wondered why they don't just fix the problems and bundle the fixed version with ours so we don't get stuck dealing with broken content for months until we received the "fix" patch several weeks down the line. Are they worried it would create inconsistencies?

    Anyway regarding lag -- yeah. Yeah. It's really bad and it happens every time I do content. When it's inconsequential stuff like bathysmal rise it's no big deal. But when I wipe on nightmare darkan and have to do that whole thing over again because we all lagged during his donuts or during a swipe or something, it's straight up infuriating. When your whole team's screaming about it in voice and then you have to hear "we see no evidence of server side lag" it's like you're just dumping salt in a big ol' cut tbh.
  • We were all lagging in that fight at the same time, it wasnt a personal lag >_>
  • tisnotmetisnotme ✭✭✭
    idk every one complaining about imaginary lag ..... what next every one going to complain bout drop rates are too low I suppose XDDD
  • XersesXerses ✭✭✭
    ^ this guy. don't be a this guy
  • kknaexkknaex ✭✭
    Feenox wrote: »
    maybe you should move closer to the servers instead of living in australia /s

    people get 40ms from australia, spacecats himself said it, they're close enough already
    but im in california and i get over 80-120 ms, so california isnt even as close to the usa as australia

    the usa is actually a colony created by criminals on a island all to its own.

    Dont tell me I spent 5 years on an island and thank god I am in Canada now
  • kknaexkknaex ✭✭
    Akthanakos wrote: »
    i can confirm this, i just tested it and it is indeed the nocs causing the delay here on NA as well. @Spacecats

    Tera Eu test from Aparia:
    6389dcc069.png

    My test here on NA tera:
    bd50f9d214.png

    I ran into a problem where my game freeze suddenly for a few seconds. They fps is good ping is good but there is just random freeze like once or twice an hour. I was wondering whether it is my computer's problem or my internet, do u have a good software to test it out?
  • meh there is nothing wrong with the serve. your ISP is just bad. poor u said MEME
  • I also get lag when i'm using Noct, that is sooo weird. I always though it was my computer or internet, but now i see i'm not the only one. =)
  • SeikilosSeikilos ✭✭✭
    > @ValiantCorvus said:
    > > @KillerPenguins said:
    > > This doesn't look like server sided lag. You seem to be the only person lagging here, it's somewhere in the network between you and the server.
    >
    > Listen to the audio, the entire party lagged

    It was sarcasm. All these are things EME says.
  • SeikilosSeikilos ✭✭✭
    voidy wrote: »
    What's interesting is how the cage glitch was a problem in Korea as well. Back when this dungeon first came out over there, I saw streams of them flipping out in voice chat when it happened to them. Basically kTera receives a patch with inevitable problems in it, which is expected because it's the first version of it. But then they ship that same bundle of broken content to everyone else, despite having known about these issues for months. I've always wondered why they don't just fix the problems and bundle the fixed version with ours so we don't get stuck dealing with broken content for months until we received the "fix" patch several weeks down the line. Are they worried it would create inconsistencies?

    Anyway regarding lag -- yeah. Yeah. It's really bad and it happens every time I do content. When it's inconsequential stuff like bathysmal rise it's no big deal. But when I wipe on nightmare darkan and have to do that whole thing over again because we all lagged during his donuts or during a swipe or something, it's straight up infuriating. When your whole team's screaming about it in voice and then you have to hear "we see no evidence of server side lag" it's like you're just dumping salt in a big ol' cut tbh.

    i'm not a computer/game programmer but lurking in forums all these years have made me think this:

    tera's code is sooooo badly made that at this moment, after years and years of patching upon patching, has created a complete mess. this means that even if they bundle up the fixed version and send it to 4 different territories there is still a chance that problems will arise. and if they try to fix them then something else may brake. So. They send the one with the problems. they get feedback of what is broken and then send a solution to everything that got broken. they also are in communication with the programmers at EME in case something can be fixed easily. and this back and forth is one of the causes of our problems. because 1 problem has to cross the ocean too many times in order to get fixed.
  • edited June 13
    The noctenium theory is interesting. I've passed it on to the team in hopes that it will help uncover some of the spiking issues people are experiencing. No doubt Gameforge has also passed it on to Bluehole since it was brought up in their forums (but we'll check and make sure they're aware).

    As for those saying that EME doesn't acknowledge game latency, let me assure you guys that it's something we're aware of. There are definitely situations where every person in a party experience lag at the same time, and it has nothing to do with their ISP. That doesn't mean when a player is lagging that it can't be a mixture of many things. I know it's easier to look at lag as a single problem with a single fix, but it's not that easy. If you're playing from Estonia on a spotty wi-fi connection, a skywhale bumps your router, and then TERA servers hiccup all at once, you're going to have... a bad time. If you're playing from Chicago that's less likely to happen, but even local connections get lag especially during peak hours of the day.

    (Playing from Australia on the other hand... flawless -_-)

    What we've found is that when server-side issues occur it's typically a big spike. The whole encounter will freeze and skills will be unresponsive for everyone in the instance. There's been an increase of this lately and our Operations team is still investigating (along with Bluehole) to find out why that's the case.

    When it's an ISP or server network issue, players typically see an overall increase in ping and more subtle delays in the response times of skills or inventory/menus opening. Sometimes they just disconnect completely. That can be caused by network congestion in Chicago (like if there's a DDoS attack) or any number of things closer to the player's home that will be outside of our control. That's why we ask for diag files that have routing information.

    So when we say that there's no evidence of network congestion on the server side of things, please don't take that to mean that we don't believe you're lagging or that it's all in your head. It could still be game related. It could also be something outside of both your and our areas of control.
  • canikizucanikizu ✭✭✭
    @Spacecats The noctenium problem has been here ever since Noctenium was introduced. It's not the main cause whatsoever. The way it works is, every time you consume ONE noctenium, the game will make a call to server to open your inventory, search through your inventory for noctenium, and minus ONE out of it. It was just the way the game is coded, and not a bug. Even though it shouldn't be that inefficient, we didn't have problem with noctenium since it was introduced long time ago.
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