Server slowdown on the 5th Column T/SFs


FredrikSvanberg

 

Posted

So, this has been a problem for a while, but maybe now it'll get some attention with all the teams running it. Basically, We're experiencing major server-side slowdown on several missions of the 5th TF and SF. The Boomtown missions, the Axis Amerika missions, and the city hall mission heroside after using the portal, are all affected. When it happens, you'll see your teammates moving at uneven rates, going fast, then stopping for fractions of a second. Your powers will indicate they're ready for use but when you try to use them they'll say they're still recharging, and when you do use them they'll take much longer to activate.

So yeah. What's the deal?


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

The outdoor maps are easy to explain: the server doesn't actually generate NPCs on the map until you get within line of sight of where they will be. As you travel from objective to objective, you're supposed to be defeating everything in your path. When you don't, it leaves hundreds of NPCs for the server to track. Open outdoor maps are especially problematic because the sight lines are so long, and there's no easy way for the server to figure out which NPCs are likely to interact with players, and which aren't.

No clue why the City Hall mission is having problems.


 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
Other outdoor maps and not to mention zone maps don't seem to have this problem so we have to wonder; what's so special about these maps that make them cause more lag than usual?
I have to agree. On the Council Empire map from Unai, when you 'paint' the map you spawn EVERYTHING and there is no noticeable lag. But the Boomtown map in the Kahn TF is a disaster. Something is different about it.


Paragon City Search And Rescue
The Mentor Project

 

Posted

I believe the 5th Column suffer from a similar situation as the Cimeroran Traitors, where if you pack too many of them on the map at a time, the server's internal processing throttle kicks in and causes powers to be cast outside of their real-time schedule. The game client has no knowledge of what's going on and cannot respond accordingly.