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MMORPG.com Discussion Forums

Age of Conan: Unchained

Age of Conan 

General Discussion  » Kheshatta crash

16 posts found
  IKShadow

Novice Member

Joined: 11/08/05
Posts: 767

Support Bacteria - They''re the only culture some people have.

 
3/22/10 6:53:33 AM#1

Fury EU server still have problems with lag and siege crashing.

Last week (after server restart) we organized guild event and came in Kheshatta (naked) to clear it aka red is dead.
 

We had around 68 members there and we were fighting with all other guilds for around 20 minutes before public instance crashed.

www.youtube.com/watch ( watch it in full hd)

 



This Saturday we had a record in siege crash -> siege lasted less then 15 seconds.

 

I really hope Funcom will start fixing crash/lag issues on heavy populated servers like Fury EU.
( it seems things run much much better on low populated ones )

 

Futilez Mature gaming guild

  finaticd

Apprentice Member

Joined: 1/28/09
Posts: 882

3/22/10 7:04:58 AM#2

Funcom will take note and fix the issue, by adding guards to that area to prevent PvP.

This game has high graphics that prevent that sort of stuff, if you want 300 man zergs that don't crash, cartoon games are that way >>> ;p but AoC has pretty graphics so why would you need zerg PvP, just hang out by the guards and take pretty screen shots.  But it is strange you could muster 68 players, that is like the entire USA PvP server in one spot.

Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427

  IKShadow

Novice Member

Joined: 11/08/05
Posts: 767

Support Bacteria - They''re the only culture some people have.

 
3/22/10 7:51:30 AM#3
Originally posted by finaticd

Funcom will take note and fix the issue, by adding guards to that area to prevent PvP.

This game has high graphics that prevent that sort of stuff, if you want 300 man zergs that don't crash, cartoon games are that way >>> ;p but AoC has pretty graphics so why would you need zerg PvP, just hang out by the guards and take pretty screen shots.  But it is strange you could muster 68 players, that is like the entire USA PvP server in one spot.

 

I dont know whats the state on US servers but on Fury EU you have at least 10 bigger guilds that have 60+ players online during prime time + shitload of smaller guilds with 30/40+ online.

p.s. Thats the main reason why Fury lag so much as atm its overpopulated for AoC standards.

Futilez Mature gaming guild

  Tjommis

Novice Member

Joined: 10/12/08
Posts: 215

3/22/10 10:21:38 AM#4

These days Crom server has more than one instance running of Kheshatta at prime time every day and does not have any problems at all. Sieges seems to be working ok'ish too. There is an occasional lag spike now and then, but nothing game breaking. The same seems to be the case of most other servers too from what I read in the forums. I really hope they figure out whats messing up your server soon.

  Wizardry

Hard Core Member

Joined: 8/27/04
Posts: 4142

Remove quests,bosses and trigger them back in is called Dynamic events now?lol..i think not.

3/22/10 10:52:25 AM#5

That video looked awful,not the quality of the video but how boring that type of game play looked.50 players all bunched into one little cubby hole all spamming .Nothing looked strategic,all the players looked to be sliding/warping.First thing i would do is lose all those names above players heads,there should be a lot more COVER so at least not so many players in the same view area.I cannot fathom why anyone would find that kind of combat fun,just looks like a mess of players,i couldn't tell who was who.It must have been one huge ZERG ,50 vs 5?Looked like after the battle all the same players were standing there lol.

When i played FPS's i  did not even like 4 on 4 ,i prefer at most 2 on 2 for the most strategy,after that it is just spamming and chaos.A MMO should feel like a large world not 50+ players in a 20x20 area,it really does look bad and something i would not consider fun or care to take part in.I cannot believe anyone that says they witness no lag from something like that,i think Funcom must be doing a VERY good job to make that even playable.

 

http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w
Samoan Diamond

  nihce

Apprentice Member

Joined: 10/05/08
Posts: 573

3/22/10 10:59:08 AM#6
Originally posted by IKShadow
Originally posted by finaticd

Funcom will take note and fix the issue, by adding guards to that area to prevent PvP.

This game has high graphics that prevent that sort of stuff, if you want 300 man zergs that don't crash, cartoon games are that way >>> ;p but AoC has pretty graphics so why would you need zerg PvP, just hang out by the guards and take pretty screen shots.  But it is strange you could muster 68 players, that is like the entire USA PvP server in one spot.

 

I dont know whats the state on US servers but on Fury EU you have at least 10 bigger guilds that have 60+ players online during prime time + shitload of smaller guilds with 30/40+ online.

p.s. Thats the main reason why Fury lag so much as atm its overpopulated for AoC standards.

Hey Ik, how are you mate?
 

I see you guys on official forums made a myth that due to fury being over populated sieges lag. If you take the correct statistics on yellow gremlin (that is members count and not total kills as was done on official forums) you will see that Fury is, according to only reliable data available, a bit ahead of tyranny (First 2 pages on yellow gremlin -Fury:11336, Tyranny:10518).

After first 2 pages  PVE servers dominate the charts- eg. on 3rd page Crom has 9 guilds and fury 5. (because sieges are only feature in the game that demands 48 people)

It is probably something else that is making Fury server lag and crash.

  IKShadow

Novice Member

Joined: 11/08/05
Posts: 767

Support Bacteria - They''re the only culture some people have.

 
3/22/10 11:17:28 AM#7
Originally posted by nihce
Originally posted by IKShadow
Originally posted by finaticd

Funcom will take note and fix the issue, by adding guards to that area to prevent PvP.

This game has high graphics that prevent that sort of stuff, if you want 300 man zergs that don't crash, cartoon games are that way >>> ;p but AoC has pretty graphics so why would you need zerg PvP, just hang out by the guards and take pretty screen shots.  But it is strange you could muster 68 players, that is like the entire USA PvP server in one spot.

 

I dont know whats the state on US servers but on Fury EU you have at least 10 bigger guilds that have 60+ players online during prime time + shitload of smaller guilds with 30/40+ online.

p.s. Thats the main reason why Fury lag so much as atm its overpopulated for AoC standards.

Hey Ik, how are you mate?
 

I see you guys on official forums made a myth that due to fury being over populated sieges lag. If you take the correct statistics on yellow gremlin (that is members count and not total kills as was done on official forums) you will see that Fury is, according to only reliable data available, a bit ahead of tyranny (First 2 pages on yellow gremlin -Fury:11336, Tyranny:10518).

After first 2 pages  PVE servers dominate the charts- eg. on 3rd page Crom has 9 guilds and fury 5. (because sieges are only feature in the game that demands 48 people)

It is probably something else that is making Fury server lag and crash.

 

You may be right. The thing is yellow gremlin does not show alts and while players on PvP servers have a lot of alts you cant compare it to players on PvE server (this is not about Tyranny)  an active player for sure have several level 80 ones.

Fury activity is really really high I mean during prime time if you apply for mini you will never wait more then 10seconds to get in.
 

Btw  how are sieges on Tyranny now ?

 

 

@Wizardry

Video part was cut off few seconds before the crash so other people were already killed and only few lemmings were returning back to be slaughtered. ( and yes zergs are quite boring if you dont get zerged back )

We had some nice PvP two weeks ago when we had around 40 people fighting against  3 other guilds that also had 40+ people.

Futilez Mature gaming guild

  syntax42

Hard Core Member

Joined: 3/30/07
Posts: 257

3/22/10 11:21:18 AM#8
Originally posted by finaticd

Funcom will take note and fix the issue, by adding guards to that area to prevent PvP.

This game has high graphics that prevent that sort of stuff, if you want 300 man zergs that don't crash, cartoon games are that way >>> ;p but AoC has pretty graphics so why would you need zerg PvP, just hang out by the guards and take pretty screen shots.  But it is strange you could muster 68 players, that is like the entire USA PvP server in one spot.

 

Graphics have nothing to do with server crashes.

 

Age of Conan had server crash issues when it first released.  It sounds like they haven't done anything to resolve their PvP zone crash issues.  It has been out for almost two years now.  I am never going to play another FAILcom game again after hearing how lazy they are at fixing their game.

  Krewel

Novice Member

Joined: 12/26/08
Posts: 424

Chairman Meow approves of planned economy

3/22/10 4:13:50 PM#9

I'm not even gonna click on that link, same old naked zerging in Kheshatta. How you guys find this fun after 2 years is beyond me... There's a difference now, though - naked zergs crash now, haha.

  finaticd

Apprentice Member

Joined: 1/28/09
Posts: 882

3/22/10 4:28:59 PM#10

Yea the argument is graphics are client side BUT the servers have to house the characters with very high poly counts and details, so I'm not convinced at all.  I know other MMOs simplified characters or made it so they scale down for zerg PvP. 

Server side characters + hi poly spell effects among other data, even chat adds to the server load as well.  AoC has instances in even regular zones for a reason so the loads must be quite small and high poly graphics are hard to render.  Not to mention the game engine is like 10 years old, it was improved a bit, but still dated for high poly counts. I don't know would Crysis run so well on the half life 1 engine?

Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427

  nihce

Apprentice Member

Joined: 10/05/08
Posts: 573

3/22/10 5:23:30 PM#11

http://www.youtube.com/watch?v=v1YKW0fG8W8

Finaticd again spilling bullshit. Instead go answer my posts

 

According to YG Cimmeria RP-PVP which is the server this video was taken has approx same or slighly less players than Tyranny.

@Ik : it is a fact that many alts were created. I did this comparison between tyranny and Fury just so noone can really oppose since they are both PVP servers.

 But it is for a fact that only Fury community is commenting sieges on forums. It might be because sieges on fury are a mess. But it would be crazy to conclude that population on US servers is low or that they don't siege at all

  syntax42

Hard Core Member

Joined: 3/30/07
Posts: 257

3/22/10 5:49:47 PM#12
Originally posted by finaticd

Yea the argument is graphics are client side BUT the servers have to house the characters with very high poly counts and details, so I'm not convinced at all.  I know other MMOs simplified characters or made it so they scale down for zerg PvP. 

Server side characters + hi poly spell effects among other data, even chat adds to the server load as well.  AoC has instances in even regular zones for a reason so the loads must be quite small and high poly graphics are hard to render.  Not to mention the game engine is like 10 years old, it was improved a bit, but still dated for high poly counts. I don't know would Crysis run so well on the half life 1 engine?

 

Game servers don't "house" poly counts.  Character details can be represented by a few numbers.  Spell effects have almost nothing to do with what a server sees or does.  Graphics in general do not affect a server.

When you created a character, you probably had about ten sliders to adjust.  I haven't played AoC since it released, but that sounds about right.  Ten sliders have an "invisible" number attached to them, that probably goes from 0 to 255.  That's eight 1's or 0's per slider, for a total of 80 or so bits of data.  That's nothing.  A server doesn't care what those bits are.  It doesn't make computations to see if you are too tall to get hit by X spell.  It doesn't check your boob size to see if the sword grazed you or not.  It just sends that data to everyone else who sees you.  It sends and receives a LOT more data than that in normal operations.

A spell effect is pre-configured graphics, usually.  The server only has to tell the client what spell was cast.  Now, an AoE spell, however, does cause a lot of server processing.  It has to calculate to see if other players in the area are in range to get hit by that spell or not.  

 

If you don't know much about computers, networking, and servers, don't try to guess what is causing a crash.  Graphics have nothing to do with server crashes.  Period.

  finaticd

Apprentice Member

Joined: 1/28/09
Posts: 882

3/22/10 8:40:53 PM#13
Originally posted by nihce
Originally posted by IKShadow
Originally posted by finaticd

Funcom will take note and fix the issue, by adding guards to that area to prevent PvP.

This game has high graphics that prevent that sort of stuff, if you want 300 man zergs that don't crash, cartoon games are that way >>> ;p but AoC has pretty graphics so why would you need zerg PvP, just hang out by the guards and take pretty screen shots.  But it is strange you could muster 68 players, that is like the entire USA PvP server in one spot.

 

I dont know whats the state on US servers but on Fury EU you have at least 10 bigger guilds that have 60+ players online during prime time + shitload of smaller guilds with 30/40+ online.

p.s. Thats the main reason why Fury lag so much as atm its overpopulated for AoC standards.

Hey Ik, how are you mate?
 

I see you guys on official forums made a myth that due to fury being over populated sieges lag. If you take the correct statistics on yellow gremlin (that is members count and not total kills as was done on official forums) you will see that Fury is, according to only reliable data available, a bit ahead of tyranny (First 2 pages on yellow gremlin -Fury:11336, Tyranny:10518).

After first 2 pages  PVE servers dominate the charts- eg. on 3rd page Crom has 9 guilds and fury 5. (because sieges are only feature in the game that demands 48 people)

It is probably something else that is making Fury server lag and crash.

 

IDK Fury it tops for everything so they probably have the most players, I'm sure EU servers have 2/3 to 3/4 the total AoC players going by Internet trafic to AgeofConan.com who knows if they are PvP or PvE.  But we know Most PvE players are casuals and are not on much or on forums more than loged in leveling up OR Raid 3 hours a week and are on other games or irl the rest so....Fury has a bunch of players going by guilds and they are probably more active because they try to PvP when they are on.

That website is a bit messed up, It lists alts and people who have not played for a long time in guilds that don't do house cleaning. And browsing aoc.com server forum activity doesn't work after mergers.

So who knows it may have more players, it may not.   I know if you get a bunch of players clustered and PvPing on any server it crashes....remember "King Conan 1 year event" many servers crashed or lagged out something aweful during that april fools joke. EDIT: but is has always been known activity lags servers, at release servers laged, people left and there was less lag, the remaining population cheered at Funcom even though I saw nothing too improve lag....cause and effect...and maybe Fury has a bum server host, that happens in many games....some servers in WoW lagged while others did not but those servers were packed but some needed new hard ware.....wow did a bunch of hard ware upgrades in the first 6 months and then they let at least 500 players free x fer off my server and the lag went down.

Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427

  nihce

Apprentice Member

Joined: 10/05/08
Posts: 573

3/23/10 4:24:02 AM#14

 

 

I apologize, my readings were off. I did not notice that the chart i was looking at lists all players that ever joined guild. This is much more realistic chart: http://aoc.yg.com/guilds?rnk=1

Results (taken from first 2 pages): Crom 4231, Fury 3209, Cimmeria 2401 (keep in mind these numbers are more of an informative nature and could be a bit off ... I might have missed a guild, or just miscalculated it). Tyranny is not even worth mentioning and although tyranny forums claims otherwise the place is a ghost town. 

What is important to mention though is that charts unsurprisingly shows that while Fury tops the first page the amount of guilds that have 100ish players is neglectable. Which clearly shows the hostility and importance of world pvp on fury. Crom is topping pages from 3+ Cimmeria not being far behind. So my conclusion is that we have 3 servers which are realtively same populated (Crom probably having the most alts, although if you played on Fury you must know that Fury is as well filled with alts - every player has at least a sieging alt and a main)

But before Finaticd comes with "haha" (insert that boy from Simpsons voice) I must warn him that these calculations are useful only to see the traffic on the server and it would be close to insanity to just go "aha crom has 4231 fury 3209, cimmeria 2401 ... so we just add these up and we come to a trustworthy number of subscribers". Not even close. Doing that would be the same as measuring country population by standing at the biggest bus station in the country counting people who pass you by. Insanity :D 

 

(point worth mentioning - Cimmeria maybe has slightly less people than Fury but not that much less but they had casters heavy siege with 0 lag as was shown on that infamous video a month ago which I posted at the top of this page. I think this clearly shows that population has nothing to do with lag. And Crom, being the most busy server in AoC, reporting of smooth lagless experiences. It is safe to assume that there is a high chance that Fury players fucked up their own server)

  alakram

Apprentice Member

Joined: 11/02/06
Posts: 1997

3/23/10 4:53:11 AM#15
Originally posted by finaticd

Yea the argument is graphics are client side BUT the servers have to house the characters with very high poly counts and details, so I'm not convinced at all.  I know other MMOs simplified characters or made it so they scale down for zerg PvP. 

Server side characters + hi poly spell effects among other data, even chat adds to the server load as well.  AoC has instances in even regular zones for a reason so the loads must be quite small and high poly graphics are hard to render.  Not to mention the game engine is like 10 years old, it was improved a bit, but still dated for high poly counts. I don't know would Crysis run so well on the half life 1 engine?

Very high poly counts and details are loaded in the client, not in the server. What the server stores is a string of numbers determining your choices and details and the AoC character customization is really poor. It doesnt even have an appearance system so it's really few data.

What can add to the server load is, for example, the combo system. In any other mmorpg, when a player uses a spell or attack he press 1 key, in AoC you need to press 3 or 5 keys and the server needs to check everyone of them, if not, this could be an exploit making possible insta-cast and insta-attack so it sure it's checked server side. Now think about it, 48vs48 players makes a total of 96 players, in the middle of a battle everyone is casting at same time and the server is receiving and checking the keystrokes of everyone, this is the kinf of stuff that could add server load.

Anyway in my opinion, the only problem AoC has is a poor coded server, just that.

-=AlaKraM=-
Don't fight against poverty, fight against greed.
My Lord of the Rings Gallery

  Krewel

Novice Member

Joined: 12/26/08
Posts: 424

Chairman Meow approves of planned economy

3/23/10 5:38:36 AM#16

Why are you even trying, nihce? Funcom developers only graduated in philosophy, and I have yet to see a philosopher fixing server crashes.


Go play AO or gtfo!