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#1 (permalink) |
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CEO
Join Date: Apr 2008
Posts: 922
Rep Power: 15
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Hi all,
Server is right now down for a server update. And will be up again shortly. This update handles a few minor bugs, * guild members have a temp cap on 180 members. * Keep control radius reverting down when nodes going down has been fixed * Node lines have got an update that should remove pretty much all related issues with node changes, making it a lot more smooth when changing nodes. We are interested to hear your feedback on node changes. We from Star Vault wish you all a merry christmas!
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#5 (permalink) |
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CEO
Join Date: Apr 2008
Posts: 922
Rep Power: 15
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200 active members?
It's capped on 180 untill we have rebuilt a small part of that system since it makes guild information go unstable. If you want to invite active new players you need to remove some inactive players, until we have updates this area. Thanks for understanding.
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#8 (permalink) |
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Member
Join Date: Mar 2009
Location: Somewhere, USA
Age: 40
Posts: 808
Rep Power: 3
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May the Force Be With You! Oh wait....
Merry Christmas All!
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RanKor Of ForSaken "You keep'a using that word...I do not tink it means what you tink it means."-Inigo Montoya |
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#9 (permalink) | |
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Arena Champion
Join Date: Jun 2010
Location: England, Birmingham
Posts: 1,387
Rep Power: 3
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Quote:
Keep in mind when in GK if you have no tag you die. That's actually an incentive to make sure you are tagged. Guess we'll be setting up another guild stone till it's sorted.
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Last edited by Alfie : 22nd December 2011 at 15:08. |
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#10 (permalink) |
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Member
Join Date: Apr 2009
Location: denmark
Posts: 965
Rep Power: 3
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if this works... holy shit.
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CCP can try with it's EVE cash shop, Blizzard can try with its aversion to PvP and child-like dumb downs, but they all would have to work their asses off to be as insulting and virulent as the pile of flaming hell-shit that is SoE. |
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#12 (permalink) |
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CEO
Join Date: Apr 2008
Posts: 922
Rep Power: 15
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Tested and verified, it works, you do notice a small hickup when passing a node line, but you wont crash or freeze on them anymore
We have one thing left with node lines, in some rare cases you wont get/give damage when running on a ghost zone, we may have a fix for this a bit later. It shouldnt affect you much since its only a delay on the intrest list untill you can pass damage again. So it seems like a good update on the nodes!
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#15 (permalink) | |
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Member
Join Date: Feb 2010
Posts: 801
Rep Power: 3
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Quote:
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Do you ever get the feeling that you're being watched? Because if it's bothering you, I'll stop. |
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#16 (permalink) |
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Member
Join Date: Aug 2011
Location: Businesman
Age: 19
Posts: 1,892
Rep Power: 1
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Spoiler for tears of joy:
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I am friendly to any and all players... and i am not part of any alliance.
Boats and Goods Transport Carriages. Town policy / The book of the Beginning RP: The church of Mortals guide:Dsn's small guide to Nave + Random tips and warnings. |
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#17 (permalink) | |
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Member
Join Date: Dec 2010
Posts: 310
Rep Power: 2
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Quote:
However, this sounds to me like a workaround and not an actual or proper fix to the core issue, am I right? The last time I talked to you, on focus group TS, you said it was the Level Designer's fault that couldn't do his job as he should, and that is what is causing the node lines to malfunction. When you mention 'a small hick up', what does this mean? You said on Twitter that you are 'saving' 400 packages between server =/= client, does this affect the players in anyway? Like, can we see houses that are 'on the other side of the node', or the trees, etc.? Shouldn't there be a smooth transmission when crossing from one node to another? Anyways, thank you for taking this annoyance which is node lines seriously. And thank you for trying to fix them, but please let this not be a workaround, but a proper fix in the core code. Because, if this isn't a proper fix, future patches etc. will mess up the workaround, for sure. Merry Christmas!
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#18 (permalink) | |
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Veteran Member
Join Date: Feb 2010
Location: england,london
Posts: 6,913
Rep Power: 4
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Quote:
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#19 (permalink) |
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Member
Join Date: Feb 2010
Posts: 801
Rep Power: 3
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The thing is other games then you go to a new server you get up a loading screen instead. I like the way mortal have it alot more then.
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Do you ever get the feeling that you're being watched? Because if it's bothering you, I'll stop. |
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#20 (permalink) |
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CEO
Join Date: Apr 2008
Posts: 922
Rep Power: 15
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Yea, I mean the nodes do change the players position to another computer, which means theres some data being transfered, and just notice a small "hic up" by doing this step, Is pretty damn good I think. The other option would be like Fatcamp says, a loading screen, image that instead in a pvp hunt
400 times better (could be around 20-25s to 0.5-1s in avrg case), what I was refering to was that we have an avrage of that many packages updating items on each character changing node, which means theres a lot of data being updated and refreshed in your inventory slot if you have it opend (hence many crashes while having inventory open) And in the background verifuing all your items do cause your client to take a pause to "crunch" that many ticks in short time. The more players and items in the world, the worse this got for the main server, nodes you are on, and each player, so you can see this was bad, and it makes sence now when you said it was a lot better before, and got worse over time. This is why it got worse over time, amount of chars and items been increasing all the time since start. Now with a new way of refreshing the system when changing nodes there is no packages nor refresh ticks on the client, therefore the node and server dont have to work like crazy anymore. So its one of the biggest optimization we done for a long time, affecting all players and overall server performance. Some other features was tied to this system that made it even heavier which now also is optimized. We do also have many levels in similar places as a node line, which means in a few case it is the level streaming you are noticing as a "hic up", and doesnt have to be the node change you are experiencing. We are going to work more on the level optimization later on when we have time for that to improve this in the entire world to make transition in areas even more smooth. But I have to say we are very very happy right now with the progression of both nodes, overall server performance, and it should be even better for you when pvping across the nodes. Thanks all for the great feedback, helping us to pinpoint these issues. And again, Merry Christmas!
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#21 (permalink) |
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Member
Join Date: Apr 2009
Posts: 1,968
Rep Power: 3
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Its a vast improvement!!!
Rode out of bakti with a few guys and no one disappeared or froze or anything. Very very well done SV!!!
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The problem with building an online sandbox is that if no one is waiting in the box the sand will never come. |
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#22 (permalink) |
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Senior Member
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Seems good, hope it works as intended and wont be an issue later.
Now we need alittle update on the prediction id say huh ? Merry christmas yall.
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A wise man does not fear, a man afraid does not think. Two little goblins out in the sun, down came a griffin, then there was one. The man who begs for mercy is a coward. Leave mercy for the man who begs the sword. |
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#24 (permalink) |
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Member
Join Date: Apr 2009
Posts: 1,968
Rep Power: 3
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The world is on a cluster of servers each hosting an area of the map. A node is a particular server area and a node line is the transition between. Use to be large lag and other problems when traveling between nodes. This patch vastly improved it.
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The problem with building an online sandbox is that if no one is waiting in the box the sand will never come. |
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#27 (permalink) |
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Member
Join Date: Apr 2009
Location: denmark
Posts: 965
Rep Power: 3
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fairly big, but small enough to be a problem earlier
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CCP can try with it's EVE cash shop, Blizzard can try with its aversion to PvP and child-like dumb downs, but they all would have to work their asses off to be as insulting and virulent as the pile of flaming hell-shit that is SoE. |
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#28 (permalink) |
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Junior Member
Join Date: May 2011
Location: Scotland
Posts: 153
Rep Power: 2
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Awesome job, huge improvement!
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www.mortalonlinemap.com Trade & PVP Tools - Creatures - Resources - Map Creator Pockets - Flyy - Zap |
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#29 (permalink) |
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Junior Member
Join Date: Dec 2011
Posts: 236
Rep Power: 1
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Spoiler for Henriks post:
Thanks for the explanation Henrik, I can't wait to get on and see how it goes!
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Malkur's Chop Shop: You bring the carcass, you get the coin! |
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#30 (permalink) | |
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Member
Join Date: Apr 2011
Posts: 325
Rep Power: 0
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Quote:
Merry christmas indeed. |
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#32 (permalink) |
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Newbie
Join Date: Nov 2011
Posts: 26
Rep Power: 1
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Ahh something about Nodes.
Beautiful.
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Insanity: doing the same thing over and over again While expecting different results. -Albert Einstein- That goes for you Griefer Guard Zone Warriors... lyfender - slydur
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#35 (permalink) |
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Newbie
Join Date: Dec 2011
Posts: 17
Rep Power: 1
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Last night, about 10 of us were fighting on the north west side of Bakti, right where the well known node line is. But for a VERY large area everyone inside was immortal. no damage would register though it would say: you hit, you are hit, and so on. about 10 of us standing there hitting one another and no damage. I know that this has happened before the fix, so I'm not sure if the problem was made worse or more common by the server patch, but there are certainly bad stuff going on with the node lines still.
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#37 (permalink) | |
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Junior Member
Join Date: Mar 2010
Posts: 230
Rep Power: 2
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Quote:
So good job Henrik! |
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#38 (permalink) |
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Junior Member
Join Date: Jun 2010
Posts: 152
Rep Power: 2
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There are more than 200 people playing the game? No. So you have a guild with more than 200? I doubt it!
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The Facophany - Join us searching for new MMOs and shouting Fack Off |
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#39 (permalink) |
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Senior Member
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Character members, every player has 3 chars, most if not all AQs have 2 or more accounts with there chars in there guild, so.......
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A wise man does not fear, a man afraid does not think. Two little goblins out in the sun, down came a griffin, then there was one. The man who begs for mercy is a coward. Leave mercy for the man who begs the sword. |
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#40 (permalink) |
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Member
Join Date: Apr 2009
Posts: 416
Rep Power: 3
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Kutos, I have been waiting for this sort of patch for a long time now :P
Thanks
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-- Ninja Turtle Assassins -- -Add Armor lore for "reptile carapace", poisoned daggers -Add more blunt dmg to 2h and 1h handles irw st etc.. -Add the weapon head that is in the back of Vadda. -Nun chucks and flail weapons. Cat o Nine !!!! Last edited by Darkelfv : 27th December 2011 at 15:10. |
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