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Old Jul 20, 2009, 01:48 PM // 13:48   #1
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Default Dev Changes Made to Reduce Lag?

I couldn't help but notice last week's lack of lag, after the terrible state for the past several weeks. Of course, as soon as Wintersday in July started, the lag spiked and the packet loss was epic, but there were some odd happenings last week that I think may have been changes made by the dev team to help reduce lag.

My alliance was in Urgoz HM, and quickly made our way to the Gate room. We dispatched all of the foes in the room, but hit a terrible snag. Less than a minute after we killed the final foes on top of the raised area, our designated player with Consume Corpse could not get the skill off. After moving around frantically for several minutes, another player on our team adjusted their camera and noted all of the corpses had disappeared in very short order. We had to start over and it was rather annoying. I don't recall exactly how long it took corpses to go away before, but less than a minute is new. Since that run, I have found corpses in all other areas to be disappearing this quickly as well, so it is not an isolated incident.

Is it possible that the dev team is making changes to reduce the lag in the game? There was no comment on it in recent updates, and I can't imagine them not wanting to advertise that and letting us know about a solution to the problem. So, has anyone else noticed this, or other strange happenings in the last couple of weeks apart from the usual =P
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Old Jul 20, 2009, 02:05 PM // 14:05   #2
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Well, nothing ive noticed yet. But surely the lagg has been worse today for me.

As for corpse dissapearing time, i'll observe some more.
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Old Jul 20, 2009, 02:07 PM // 14:07   #3
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Check the Bosses,they always stayed longer/forever.
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Old Jul 20, 2009, 02:10 PM // 14:10   #4
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Originally Posted by Nodakim View Post
Check the Bosses,they always stayed longer/forever.
I'm reasonably sure these have always lasted forever, or are at least supposed to. It's important for capping Elite Skills and such.
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Old Jul 20, 2009, 02:14 PM // 14:14   #5
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Yes, they do last forever, and that probably won't ever change.

I also just checked a few random corpses and timed it, they arn't any different to how they were before. (for me, at least.)
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Old Jul 20, 2009, 02:57 PM // 14:57   #6
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Slighty off topic, can i ask why they haven't fixed this room yet, relying on consume corspe to open a door is bad.

Being in europe, i've had to stick to the US servers/districts, i can't go 10-20mins with getting kicked off and alot of the time the reconnect fails. My internet doesn't go down and i don't have isssue's with any other games :S

Last edited by Grj; Jul 20, 2009 at 04:31 PM // 16:31.. Reason: error's
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Old Jul 20, 2009, 03:39 PM // 15:39   #7
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Corpses have been vanishing in about a minute or so for quite a long time. I don't know if they were that short-lived at release but if not, it must have been a change quite a while back.
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Old Jul 20, 2009, 06:01 PM // 18:01   #8
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The only thing an adjusted corpse timer can change is graphics/processor power FPS lag for people with slower computers. Processing all those dead corpses does seem to hit slower systems a bit more. Can't see how corpse timers being shorted would change internet lag.
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Old Jul 20, 2009, 07:24 PM // 19:24   #9
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The only thing an adjusted corpse timer can change is graphics/processor power FPS lag for people with slower computers. Processing all those dead corpses does seem to hit slower systems a bit more. Can't see how corpse timers being shorted would change internet lag.
It adds to server lag. Timers are incredibly CPU intensive. Well, the ones I've seen at any rate. And imagine that if even a quarter of the population was out farming at any given time. Let's assume the worst, we're farming vaettirs. That means that there's 24 or 36 corpses being made every 5 minutes. It may not seem like much, but times 2 million? Each on a timer, with what it previously was, sending the bodyvalue, hue, etc. It adds up.

I don't think that they would have changed this without noting it in an update. I also haven't noticed the corpses disappearing faster then usual. But then again, I don't go around timing how long it takes my corpses to decay
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Old Jul 20, 2009, 07:50 PM // 19:50   #10
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It adds to server lag. Timers are incredibly CPU intensive. Well, the ones I've seen at any rate. And imagine that if even a quarter of the population was out farming at any given time. Let's assume the worst, we're farming vaettirs. That means that there's 24 or 36 corpses being made every 5 minutes. It may not seem like much, but times 2 million? Each on a timer, with what it previously was, sending the bodyvalue, hue, etc. It adds up.

I don't think that they would have changed this without noting it in an update. I also haven't noticed the corpses disappearing faster then usual. But then again, I don't go around timing how long it takes my corpses to decay
lol never thought of it that way
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Old Jul 20, 2009, 10:37 PM // 22:37   #11
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Quote:
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Slighty off topic, can i ask why they haven't fixed this room yet, relying on consume corspe to open a door is bad.
The designer of the Urgoz instance said that it was very purposefully intended. I'm sure someone can provide a link. Kind of a douche move against the first people in the game to get there, but meh .

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Originally Posted by Grj View Post
Being in europe, i've had to stick to the US servers/districts, i can't go 10-20mins with getting kicked off and alot of the time the reconnect fails. My internet doesn't go down and i don't have isssue's with any other games :S
That's funny, because it was horrible for me on US (home) servers a bit ago and several people in guild/alliance said they had better luck on Euro servers. Now I'm finding my home servers improving, but your info is an interesting switch.

As far as game mechanics go, I haven't noticed corpses disappearing any faster than normal. However mostly all I did this weekend was farming raptors... maybe they ghosted in an update for that very reason (cleanse areas of raptor/vaettir corpses quicker?) and are seeing how it works overall.
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Old Jul 20, 2009, 10:38 PM // 22:38   #12
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I made a note on AFK players awhile back but it seemed not many people want to believe this. Maybe NOW would be a good time to look things over on this issue?
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Old Jul 20, 2009, 10:40 PM // 22:40   #13
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i still dont get all the posts abotu lag this lag that i hardly ever go abover 300 milsec average ping 80% of the time is below 100mil so lag this lag that maybe its your computer lag and you peopl eneed to update yoru computers to quad core and 4 gigs for ddr2 and so on
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Old Jul 20, 2009, 10:52 PM // 22:52   #14
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There was a lack of lag last week because of the massive ban on people's accounts. More information about the ban can be found here: http://www.guildwarsguru.com/forum/s...php?t=10388313
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Old Jul 20, 2009, 11:12 PM // 23:12   #15
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Obviously they haven't done shit to their stupid RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing game. It is hard to play when I am constantly err=007ing.

FIX THE LAG FOR RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO SAKES
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Old Jul 20, 2009, 11:27 PM // 23:27   #16
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Quote:
Originally Posted by II Lucky Charm II View Post
There was a lack of lag last week because of the massive ban on people's accounts. More information about the ban can be found here: http://www.guildwarsguru.com/forum/s...php?t=10388313
Thank you for posting that, it makes my situation appear more to be a freak accident than something done to correct lag issues.

This should be closed in a day or so if no one has any information on this or similar happenings.
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