dont tell me to search, you bums, thats like searching for one single fm700 in all of mxo. look at the devs post counts =D
dont tell me to search, you bums, thats like searching for one single fm700 in all of mxo. look at the devs post counts =D
74 posts · 2007-02-23 13:40:54 to 2007-09-05 11:30:34
Well it looks like we just about stompped this one dead.
You may experience Lag in downtown but our fix to npcs seems to have corrected much of it.

20136098 wrote:I've had this happen to me in Westview. I figured they just got scared.Is this why it is possible to 'kill' spawn points in DT?
If you are farming and are killing the same gang members over and over eventually stop spawning, is this why? I have only had this happening in DT
I asked 9mmfu about this sometime ago, here is what he had to say about it 
"Actually the spawns are not broken the game has simply picked a different spot to place mobs.
The game uses only about 30% of the spawn locations allocated in the world so while a spawn location may appear as if it always respawns in fact you are just getting lucky and the system is just putting the mobs back in the same place. however occasionally the system will use an alternate spot to maintain spawn density of the neighborhood."
I see, so 1 group of exiles may spawn at one point then after they are all killed, it is a random lottery if the same gang will spawn at the same spot or another place nearby..... makes sense..... I think 
Lag in downtown has decreased alot but now ive noticed more lag in richland, maybe me tho i dunnoAlot of my lag came from memory issues, for some reason i remember buying 1gb 4000 ddr but i infact had 3200. i went out and got 2 gb 4000 and now its running sweet, i still lag sometimes but thats due to being in Australia.
anyway, gratz on fixing the DT lag.
Zenom wrote:Lag in downtown has decreased alot but now ive noticed more lag in richland, maybe me tho i dunnoAlot of my lag came from memory issues, for some reason i remember buying 1gb 4000 ddr but i infact had 3200. i went out and got 2 gb 4000 and now its running sweet, i still lag sometimes but thats due to being in Australia.
anyway, gratz on fixing the DT lag.
MxO tends to be memory hungry. While 2gb isnt required to get decent performance from the game it certainly will help.
RAM is like money, you can never have enough... mostly of the time.




Ok, then it is settled, a PS3 and a 2gb stick of RAM..... I am going to be skint 
I do get a good performance when I am fresh in or I am indoors with not too many enemies, but if I go near Mara C or Tabor W at the busy times, I cant move much. Saying that, since update 51, a lot of lag has left which I got when update 50 went live, were two sets of skies running at the same time or something as I think it was the weather that lagged me, if not then.... hmmm.... must have been a slow connection over that time..... *shrug*


Congrats: Downtown Lag is gone
But now I'm getting so-called lag attacks everywhere throughout the entire city. The RSvr's ping peaks up to 5000ms for some time and then drops down to normal values again. Interval between the lag attacks tends to grow shorter over the last days and in turn the periods of lag become longer
You're right that RAM makes a huge difference in overall game performance, but I'm not seeing where it would affect your network response time. But yes, all those background programs that use your bandwidth do affect lag: I run SIRadio on a separate machine for that reason.
I wanted to throw in here that just 2 nights ago I had extremely bad lag in the Historic District--but nowhere else. The game behaved properly, and I wasn't having coord problems (rubber-banding, teleportation, etc.). But instead, whichever part of the program polls a server to check NPC status and/or calculate loot was unbelievably slow. In other words, I'd kill a Pit Viper, the readout window would acknowledge that I'd killed him, he'd fall to the ground, and I couldn't target him or get a context-menu of any kind. Wait about 2-3 minutes, and suddenly he'd be lootable. I killed 2 or 3 and watched as, in order, they'd all fire up the green sprinkly fragment animation that says, "Yep! I'm dead now. Come take my stuff." in the same order in which I'd killed them.
I stuck around a little longer, and it seemed to be intermittent: Guys A, B, and D might take forever, but C would be lootable instantly.
I'd have made a screen grab, but...nothing really to show. Body on ground, no green, no menu. TAB didn't auto-select them as if they were still alive, and if I still had them selected when they dropped, any attempted action via command-line or hotbar would say, "Invalid target selected."

You're right that RAM makes a huge difference in overall game performance, but I'm not seeing where it would affect your network response time. But yes, all those background programs that use your bandwidth do affect lag: I run SIRadio on a separate machine for that reason.
I wanted to throw in here that just 2 nights ago I had extremely bad lag in the Historic District--but nowhere else. The game behaved properly, and I wasn't having coord problems (rubber-banding, teleportation, etc.). But instead, whichever part of the program polls a server to check NPC status and/or calculate loot was unbelievably slow. In other words, I'd kill a Pit Viper, the readout window would acknowledge that I'd killed him, he'd fall to the ground, and I couldn't target him or get a context-menu of any kind. Wait about 2-3 minutes, and suddenly he'd be lootable. I killed 2 or 3 and watched as, in order, they'd all fire up the green sprinkly fragment animation that says, "Yep! I'm dead now. Come take my stuff." in the same order in which I'd killed them.
I stuck around a little longer, and it seemed to be intermittent: Guys A, B, and D might take forever, but C would be lootable instantly.
I'd have made a screen grab, but...nothing really to show. Body on ground, no green, no menu. TAB didn't auto-select them as if they were still alive, and if I still had them selected when they dropped, any attempted action via command-line or hotbar would say, "Invalid target selected."

Maybe the Web Team's laziness is spreading...
MXOWinterMute wrote:You're right that RAM makes a huge difference in overall game performance, but I'm not seeing where it would affect your network response time. But yes, all those background programs that use your bandwidth do affect lag: I run SIRadio on a separate machine for that reason.
I wanted to throw in here that just 2 nights ago I had extremely bad lag in the Historic District--but nowhere else. The game behaved properly, and I wasn't having coord problems (rubber-banding, teleportation, etc.). But instead, whichever part of the program polls a server to check NPC status and/or calculate loot was unbelievably slow. In other words, I'd kill a Pit Viper, the readout window would acknowledge that I'd killed him, he'd fall to the ground, and I couldn't target him or get a context-menu of any kind. Wait about 2-3 minutes, and suddenly he'd be lootable. I killed 2 or 3 and watched as, in order, they'd all fire up the green sprinkly fragment animation that says, "Yep! I'm dead now. Come take my stuff." in the same order in which I'd killed them.
I stuck around a little longer, and it seemed to be intermittent: Guys A, B, and D might take forever, but C would be lootable instantly.
I'd have made a screen grab, but...nothing really to show. Body on ground, no green, no menu. TAB didn't auto-select them as if they were still alive, and if I still had them selected when they dropped, any attempted action via command-line or hotbar would say, "Invalid target selected."
I had this happen in Mars Industrial earlier. It's not just Downtown.