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Recent Server Stability Issues
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Let's say normally you play with 80ms ping, then when those lag storm happen, it will be like 500ms "stable" lag with "spikes" roses up to 2k ms ping.
It does not appear at specific hours for me, but after a variable amount of time in game.
I found that for me, when what looks like lag spikes start to occur (similar to stuttering in the game behaviour ), I just need to close both client AND launcher; WAIT for the pop-up, then restart all.
That gives me 100 % fix for 'lag spikes' issues until the problem re-occurs, which appears to depends how many times any of my characters arrived on any map.
My conclusion is that this issue is probably caused by the launcher itself, and is definitely not directly related to Internet lag or routing (it could still be a secondary effect over time of lag affecting the launcher, since the launcher is not just a launcher in this game - It would not need to be kept open for the game to run).
It would be nice if others could also check this; nothing lost if that does not solve their immediate issue, but a good hint for the developers if it does.
Lag can occur (or not) independently to this, so it should not be merged as a single issue.
I also don't think it's connected to the launcher because your in-game connection does not go "through" the launcher at all. It only uses it to authenticate to the lobby server and things like the store in a few cases. Even if you were to close the launcher, you could continue to play the game indefinitely in most cases until you try to switch servers or access a web service.
It IS related to the launcher, because the issue does not get resolved if I do not close it and wait for the pop-up which follows it (found that by trials and errors, followed by triple-checking); and yes, that is it is most likely a memory leak issue.
+1
well, it is so hard to implement a "path" selector from the launcher? example: like path 1 ( routed thru zayo) pointing to 10.0.0.1 (example ip) , and path 2 (routed thru savvis ) poiting to 10.0.0.2 (example ip) , both gateways redirecting to the game servers in the same facility? so people can choose which routing path fits them better?, I mean its another hop in the traceroute but the latency introduced by that would be under 5ms if both gateways are "next" to the gameservers in the same facility
The way it is done is part of the underlying IP protocol, and companies have no control over how users will be routed to them, other than which will be the final hop to their servers.
Doing what you suggest would require an entirely different type of software which does not exist to my knowledge (and may not be possible).
That software would have to REPLACE the routing process, accept or ban specific hops, the quality of which vary could over time; I see several cans of worms opening just trying to create and implement such routing black-listing; including the simple fact that white-listed nodes would soon become overloaded themselves as a direct consequence.