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7/23/09 4:42:06 AM#21
Originally posted by Rokurgepta
How do you know 10 for each will come? The last three years seem to no exist on planet Sarr. You know the years where almost no one was joining.
Eh maybe you missed the part where they are going to re-release DDO with a free to play option and making the game more accesible and solo-friendly... ;)
If WoW = The Beatles |
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Sarr
Novice Member
Joined: 8/19/08
I'm positive about what I play. If it ends & I get negative, I move on. This is how we not troll. |
7/23/09 6:00:27 AM#22
Originally posted by Rokurgepta
How do you know 10 for each will come? The last three years seem to no exist on planet Sarr. You know the years where almost no one was joining.
You know, yesterday was a stress test on DDO:U beta : ). They were testing queues at first. Someone on forums wrote he was 1800 person in the queue. Then the game started, all got in almost at once, and there was near to NO LAG. The queue worked fine, I've dropped my 185 position and then got in on 388 position. Source to back it up: forums.ddo.com/showthread.php And the most fun part is that 1/4 to 1/3 of all players were players of level 1. Checked on "WHO" list. My Polish guild is growing with new players each day.
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7/23/09 12:48:41 PM#23
Originally posted by Papadam
How do you know 10 for each will come? The last three years seem to no exist on planet Sarr. You know the years where almost no one was joining.
Eh maybe you missed the part where they are going to re-release DDO with a free to play option and making the game more accesible and solo-friendly... ;)
I missed nothing, maybe you missed the fact that going F2P does not mean they will replace anyone leaving with 10 new members. Especially 10 that spoend enough money. Sorry but solo-friendly DDO is a bad idea. |
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7/23/09 12:50:27 PM#24
Originally posted by Sarr
How do you know 10 for each will come? The last three years seem to no exist on planet Sarr. You know the years where almost no one was joining.
You know, yesterday was a stress test on DDO:U beta : ). They were testing queues at first. Someone on forums wrote he was 1800 person in the queue. Then the game started, all got in almost at once, and there was near to NO LAG. The queue worked fine, I've dropped my 185 position and then got in on 388 position. Source to back it up: forums.ddo.com/showthread.php And the most fun part is that 1/4 to 1/3 of all players were players of level 1. Checked on "WHO" list. My Polish guild is growing with new players each day. I would hope the servers they are updating can handle more than 1800 people. If this release works as intended they will need to handle huge server loads. 1800 really is not that many for a good game. |
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Sarr
Novice Member
Joined: 8/19/08
I'm positive about what I play. If it ends & I get negative, I move on. This is how we not troll. |
7/23/09 1:01:16 PM#25
Originally posted by Rokurgepta I would hope the servers they are updating can handle more than 1800 people. If this release works as intended they will need to handle huge server loads. 1800 really is not that many for a good game.
Sure, but DDO is instanced. They have different servers for different instances. So it means some may get overload. When you have 7 Marketplace instances and lag is just glitchy, not game-breaking, that's not bad, don't you think? And there was all-marketplace big event with Succubi, if you caught them, you got buff. Catch all of them in random places (not possible for one person), and you get major buff for whole Market. So it was performance heavy for sure. And those stress tests are for specific areas. Once it was for "Crime Wave" quests in Marketplace, and now it's to test high-end content. You can jump into new h/l quests and raid even today, as it got extended from yesterday.
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7/23/09 1:04:23 PM#26
Originally posted by Nikorr123
perhaps they deserved to get banned? |
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7/23/09 1:11:31 PM#27
You are EXTREMELY lucky that Turbine is only banning you. |
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7/23/09 1:12:26 PM#28
Originally posted by Sovrath
perhaps they deserved to get banned? Sure they did, its really about how they went about it, and the severity of the punishment for most people. Overall the game is amazing, I would definitely suggest playing it to cap and finding a good guild, the problem is, and will likely remain is that after awhile there is nothing left to do, no faction battles no huge PVE setting that actually matters, nothing to do with your super powerful characters but run the same stuff again, or make a new alt to run the same stuff.
This content update is 9+mnths in the waiting, so a lot of people are burnt anyways. Hopefully they get their acts together and release content more rapidly. I'm still there, sorta but Aion and Mortal will definitely be checked out
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Sarr
Novice Member
Joined: 8/19/08
I'm positive about what I play. If it ends & I get negative, I move on. This is how we not troll. |
7/23/09 1:14:04 PM#29
Originally posted by Brif
I like your quote from signature. Pretty wise.
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7/23/09 5:15:12 PM#30
Originally posted by Brif
What else could they do to them? |
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7/23/09 5:16:32 PM#31
Originally posted by Sarr
Sure, but DDO is instanced. They have different servers for different instances. So it means some may get overload. When you have 7 Marketplace instances and lag is just glitchy, not game-breaking, that's not bad, don't you think? And there was all-marketplace big event with Succubi, if you caught them, you got buff. Catch all of them in random places (not possible for one person), and you get major buff for whole Market. So it was performance heavy for sure. And those stress tests are for specific areas. Once it was for "Crime Wave" quests in Marketplace, and now it's to test high-end content. You can jump into new h/l quests and raid even today, as it got extended from yesterday. Since when did they have different servers for different instances? One of the knocks on DDO has always been poor hardware. |
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Sarr
Novice Member
Joined: 8/19/08
I'm positive about what I play. If it ends & I get negative, I move on. This is how we not troll. |
7/25/09 1:43:57 PM#32
Originally posted by Rokurgepta
Sure, but DDO is instanced. They have different servers for different instances. So it means some may get overload. When you have 7 Marketplace instances and lag is just glitchy, not game-breaking, that's not bad, don't you think? And there was all-marketplace big event with Succubi, if you caught them, you got buff. Catch all of them in random places (not possible for one person), and you get major buff for whole Market. So it was performance heavy for sure. And those stress tests are for specific areas. Once it was for "Crime Wave" quests in Marketplace, and now it's to test high-end content. You can jump into new h/l quests and raid even today, as it got extended from yesterday. Since when did they have different servers for different instances? One of the knocks on DDO has always been poor hardware.
You obviously don't listen to DDOCast or track beta news? They bought new hardware after 2 stress tests, and Phax (or someone else) said they have different instances on different machines like it was common knowledge - he was addressing that recent Dungeon Alert system which is intended to help with lag (to say the least...). But that's nothing uncommon really, most MMOs use many machines linked together in 'server centers' dividing server load. Though with open-world MMOs they generally just share traffic in case of overload. DDO's instanced character makes it much easier to divide traffic. What make DDO lag much more tricky than that of most MMOs though, are various things. Full collision system - that's not as obvious as it may seem. It's not only the amount of data sent/received, but imagine 100 kobolds or other, especially AOE using monsters which try to find a path to you and / or your party. They won't just take straight route like in WoW (looks silly - 10 monsters in one place!), DDO collision system requires that they find a way _around each of other_. Imagine: 100 mobs look for a path to you, on which won't conflict each other monster's path, nor party or random / static obstacles. Just think how often _single player_ games have trouble with finding paths around obstacles, and then imagine whole MMO which generally does it much better (DDO), simultaneously for thousands of players. That's why most MMOs don't use collision systems at all. Turbine coders are pretty good with that. It takes a lot of clever pathing and major AI to make it happen. If nothing else, we should give Turbine some respect for implementing it.
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7/25/09 2:15:52 PM#33
Originally posted by Sarr Since when did they have different servers for different instances? One of the knocks on DDO has always been poor hardware.
You obviously don't listen to DDOCast or track beta news? They bought new hardware after 2 stress tests, and Phax (or someone else) said they have different instances on different machines like it was common knowledge - he was addressing that recent Dungeon Alert system which is intended to help with lag (to say the least...). But that's nothing uncommon really, most MMOs use many machines linked together in 'server centers' dividing server load. Though with open-world MMOs they generally just share traffic in case of overload. DDO's instanced character makes it much easier to divide traffic. What make DDO lag much more tricky than that of most MMOs though, are various things. Full collision system - that's not as obvious as it may seem. It's not only the amount of data sent/received, but imagine 100 kobolds or other, especially AOE using monsters which try to find a path to you and / or your party. They won't just take straight route like in WoW (looks silly - 10 monsters in one place!), DDO collision system requires that they find a way _around each of other_. Imagine: 100 mobs look for a path to you, on which won't conflict each other monster's path, nor party or random / static obstacles. Just think how often _single player_ games have trouble with finding paths around obstacles, and then imagine whole MMO which generally does it much better (DDO), simultaneously for thousands of players. That's why most MMOs don't use collision systems at all. Turbine coders are pretty good with that. It takes a lot of clever pathing and major AI to make it happen. If nothing else, we should give Turbine some respect for implementing it. The system they have for pathing is great, but they have obviously needed to upgrade or add equipment for a couple of years now. But the lag is caused by more than that. Go to the shroud on live, see game breaking lag with less than 10 MOBS. CLever pathing sure, AI has nothing to do with pathing though. DDO AI is good but nothing super special.
When I say server Sarr I do not mean an individual maching but all the machines that make up say Thelanis. You and I may have slightly different meanings for a server in this case and would explain the difference. |
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7/25/09 7:18:16 PM#34
Originally posted by Rokurgepta Since when did they have different servers for different instances? One of the knocks on DDO has always been poor hardware.
You obviously don't listen to DDOCast or track beta news? They bought new hardware after 2 stress tests, and Phax (or someone else) said they have different instances on different machines like it was common knowledge - he was addressing that recent Dungeon Alert system which is intended to help with lag (to say the least...). But that's nothing uncommon really, most MMOs use many machines linked together in 'server centers' dividing server load. Though with open-world MMOs they generally just share traffic in case of overload. DDO's instanced character makes it much easier to divide traffic. What make DDO lag much more tricky than that of most MMOs though, are various things. Full collision system - that's not as obvious as it may seem. It's not only the amount of data sent/received, but imagine 100 kobolds or other, especially AOE using monsters which try to find a path to you and / or your party. They won't just take straight route like in WoW (looks silly - 10 monsters in one place!), DDO collision system requires that they find a way _around each of other_. Imagine: 100 mobs look for a path to you, on which won't conflict each other monster's path, nor party or random / static obstacles. Just think how often _single player_ games have trouble with finding paths around obstacles, and then imagine whole MMO which generally does it much better (DDO), simultaneously for thousands of players. That's why most MMOs don't use collision systems at all. Turbine coders are pretty good with that. It takes a lot of clever pathing and major AI to make it happen. If nothing else, we should give Turbine some respect for implementing it. The system they have for pathing is great, but they have obviously needed to upgrade or add equipment for a couple of years now. But the lag is caused by more than that. Go to the shroud on live, see game breaking lag with less than 10 MOBS. CLever pathing sure, AI has nothing to do with pathing though. DDO AI is good but nothing super special.
When I say server Sarr I do not mean an individual maching but all the machines that make up say Thelanis. You and I may have slightly different meanings for a server in this case and would explain the difference. I have had no lag problems in the DDO:EU beta and Im playing from Europe. Havent take part in any stress-test yet but hopefully I can stay awake for the one on monday. If WoW = The Beatles |
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