Ideas for changes to ITF


BrandX

 

Posted

I've been doing a lot of ITF recently and, quite frankly, the amount of lag is unbearable, mainly, but not limited to the 2nd from last mission, better known as 'Lag Valley' I have a few points as to some relativley simple things that could be changed. At least, simple in my point of view.

  1. Remove capes from everything except bosses.
  2. Remove 'useless' mobs, such as the ones on bridges etc.
  3. Reduce the amount of ambushes per General. One is enough, maybe two, but no more.

All of this is something i've thought of in-between the lag spikes which happen often enough on said mission

A small list, yes. Now, i'm never quite sure if this is server-side or client-side, but all i know is that everyone on the team suffers from it. There hasn't been a case for me yet where somebody hasn't had lag in that area.

Are there any thoughts or further ideas on this? I am merely suggesting a few things, not a complete re-write of the Task Force.


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Posted

Reduce to 18 merits.


 

Posted

Quote:
Originally Posted by TheShattered View Post
Now, i'm never quite sure if this is server-side or client-side, but all i know is that everyone on the team suffers from it. There hasn't been a case for me yet where somebody hasn't had lag in that area.
The devs have come out and said that it's a server side issue. The problem stems from having so many entities on the map, all active (i.e. have seen a player and have entered combat mode), and all using a server intensive power (the version of Phalanx Fighting/Grant Cover the Cimerorans have). In order to mitigate the massive lag, the devs would need to either remove a large portion of the enemies along the path (i.e. all of those mobs that everyone and their cousin skips 99.99% of the time) or change the power in question so that it doesn't each up so much server capability.

If you're ever getting a lot of lag, there is actually a very simple method for getting around it: kill everything that you see as you see it. Absolutely everything, from the guys on the arches to the patrols. By killing the enemies in question, you prevent them from using the power that eats up so many server processes. The times I've run the ITF kawg (kill as we go), we've never had a problem with lag because there were never enough enemies around.


 

Posted

Quote:
Originally Posted by Umbral View Post
The devs have come out and said that it's a server side issue. The problem stems from having so many entities on the map, all active (i.e. have seen a player and have entered combat mode), and all using a server intensive power (the version of Phalanx Fighting/Grant Cover the Cimerorans have). In order to mitigate the massive lag, the devs would need to either remove a large portion of the enemies along the path (i.e. all of those mobs that everyone and their cousin skips 99.99% of the time) or change the power in question so that it doesn't each up so much server capability.

If you're ever getting a lot of lag, there is actually a very simple method for getting around it: kill everything that you see as you see it. Absolutely everything, from the guys on the arches to the patrols. By killing the enemies in question, you prevent them from using the power that eats up so many server processes. The times I've run the ITF kawg (kill as we go), we've never had a problem with lag because there were never enough enemies around.
Hmmm...lately I've hardly experienced any lag, even in lag valley.

However, this suggestion is a good one too. Kill them all, and quit skipping over most of the content for faster merits?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I hadn't thought of it before, but I remember when I first ran the ITF right after it launched on Live servers. There must have been 100 ITFs running a day then, and that was before merits. We ran it the way the maps were laid out to be run.
1) Get off the boats.
2) meet Daedelus
3) Clear the inlet
4) Clear the bridge
5) clear the valley
6) clear the scaffolding in the vanyon
7) destroy the computer
8) beat down Romi and Requiem

I remember having a blast doing it that way and while there were occasional bursts of slow-down, like when 5 of our team members went in 5 different directions and aggroed 9 different groups on top of the 2 we were already fighting..., I don't recall experiencing anything even remotely approaching the amount of bad stop-motion lag that I find if I run the ITF today on a supposedly "speedy" run.




 

Posted

Take capes off engineers. And Centurions. Full stop. And clear all those damn mobs on the bridges.
BaBs said how badly capes can affect performance en masse. What on earth possessed them to give so many of them to the mobs there? Taking Phalanx fighting off of the minions (or at least those with more than one attack) would probably help too.

Eitherway, I still cannot believe that lag valley is as it is.


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Posted

Make cimerorians have an increased chance for dropping purples.

THAT'LL make people clear the map!


-STEELE =)


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