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LAG IS SO CRUCIAL !
It's safe to say Graal Staff hears what they want to hear because we were having similar lag problems like this a year ago . Everyone talked about how Graal should increase their player capacity or whatever , but has Graal did that ? Nope . They can make a Destiny though and that Indian place for the Ol West Game . Oh yes , they can do that , but can't fix lag . Sometimes I ask myself why am I wasting my time preaching about it but oh well lag is still oh so crucial . Can't even answer my PMs or do Baddy Quest ... like how will I make money to buy the high hats you give us nowadays ? Well the ones I like but yeah . FIX IT . JUST DO IT ! *Shia Labeouf Voice*
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The process of decreasing lag is much harder and different than creating levels and add it to the game. As the player-count gets higher, and higher by the day, week, an month, and the number of players increases by the single digit, double digit, triple digit, and eventually thousands, it gets harder, and harder to decrease lag.
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/thread pls Colin.
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Nothing pops up .
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The Developers cant fix the lag, they are doing as much as they can to minimize it by optimizing certain areas that have room for improvement.
What iEra did, was disabling soundeffects/mp3s for players that just started for it requires a certain amount of hours for them to download as the internal downloadstream seems to sum up quite a bit, I dont know how iClassic is handling this though. |
First, Destiny isn't new so chill out. Second, the issue is gameplay, not server. Adding Destiny will help in the long run to spread players out. It is the vulgarity of having regions of players all jumbled together that is the BIGGEST contributor to lag
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Additionally, I believe that the majority dont really know the difference between serverside and clientside lag
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Jumbled zones don't merely create clientside lag; the server also has to send a ton of exponential player data to players within rendering distance. It's like a hyperbola; for every multiple players interacting, the amount of intimate data multiplies to each of the players in the situation. So if two players interact, the server sends one extra player data to two people (2). If three players, it sends two extra interactions to three players now (6). If 50, it is processing 49*50 for one arbitrary spot (2,450).
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