Downtown Lag

74 posts · 2007-02-23 13:40:54 to 2007-09-05 11:30:34

#36300195952 03/24/2007 22:24:27 Re:Downtown Lag
9mm; link, or it never happened xD

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
#36300197034 03/26/2007 09:21:50 Re:Downtown Lag
thats great to hear no more downtown lag in update 51
#36300213364 04/13/2007 20:54:41 Re:Downtown Lag
good news very good news
#36300216827 04/18/2007 02:43:04 Re:Downtown Lag
Seems like there are a lot more NPC's in each Downtown district since the lag issue was fixed.....
#36300217517 04/18/2007 16:18:43 Re:Downtown Lag
Lag in downtown has decreased alot but now ive noticed more lag in richland, maybe me tho i dunno

anyway, gratz on fixing the DT lag.
#36300218429 04/19/2007 12:16:21 Re:Downtown Lag

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.

#36300218434 04/19/2007 12:19:35 Re:Downtown Lag
GypsyJuggler wrote:
20136098 wrote:

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've had this happen to me in Westview.  I figured they just got scared. 

I asked 9mmfu about this sometime ago, here is what he had to say about it SMILEY

"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."

#36300218528 04/19/2007 13:48:46 Re:Downtown Lag

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 SMILEY

Darkhawk's Gallery | Section 9's Past | Metal Gear?! It's already active?!
There can only be room for one Snake, and one Big Boss!
#36300218691 04/19/2007 16:03:38 Re:Downtown Lag
Zenom wrote:
Lag in downtown has decreased alot but now ive noticed more lag in richland, maybe me tho i dunno

anyway, gratz on fixing the DT lag.
Alot 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.
#36300218720 04/19/2007 16:27:11 Re:Downtown Lag
Zenom wrote:
Zenom wrote:
Lag in downtown has decreased alot but now ive noticed more lag in richland, maybe me tho i dunno

anyway, gratz on fixing the DT lag.
Alot 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.

Hmmm.... I only have 1gb RAM so far..... I only have room for 2 sticks though.... I may go buy a 2 GB stick, then I will have 2.5gb then at a later date get another 2gb stick, hopefully intime for Hallowe'en..... darn, am I posting my thoughts again......
Darkhawk's Gallery | Section 9's Past | Metal Gear?! It's already active?!
There can only be room for one Snake, and one Big Boss!
#36300219296 04/20/2007 10:23:18 Re:Downtown 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.

#36300219314 04/20/2007 10:43:08 Re:Downtown Lag
i agree.. Ram is the pwn. i used to play on 256mb lol, then i upgraded to 768 MB, that extra 512 stick made such a difference i removed both sold em on, and bought 2 GB straight up. its worth the extra cash if u have it.. Down town hardly ever lags for me..
#36300219329 04/20/2007 11:13:14 Re:Downtown Lag
I concur 2gig, fa shizzle.
#36300219622 04/20/2007 18:55:30 Re:Downtown Lag

Ok, then it is settled, a PS3 and a 2gb stick of RAM..... I am going to be skint SMILEY

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*

Darkhawk's Gallery | Section 9's Past | Metal Gear?! It's already active?!
There can only be room for one Snake, and one Big Boss!
#36300232550 05/08/2007 08:22:28 Re:Downtown Lag
it doenst take much memory to run mxo efficiently, a lot of people try and run mxo with 6 other programs running, itunes, xfire, vent, mozilla, etc. that's what can create a lot of lag for yourself
#36300242834 05/22/2007 12:15:40 Re:Downtown Lag
Congrats: Downtown Lag is gone SMILEY

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
#36300283390 07/15/2007 09:49:55 Re:Downtown Lag
Manua wrote:
Congrats: Downtown Lag is gone SMILEY

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

I've been getting that too but I'm not sure why, my computer's quite new and has a good processor and memory and things so who knows...
#36300315944 09/03/2007 07:53:26 Re:Downtown Lag

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."

#36300316197 09/03/2007 18:05:01 Re:Downtown Lag
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.
#36300316205 09/03/2007 18:35:39 Re:Downtown Lag
This is LAG.  I don't see it any more.  But at the time I couldn't do squat!


#36300317037 09/05/2007 00:08:37 Re:Downtown Lag
Jeepers, why is this old thing still stickied?
#36300317062 09/05/2007 02:28:17 Re:Downtown Lag
Maybe the Web Team's laziness is spreading...
#36300317111 09/05/2007 04:53:54 Re:Downtown Lag
GypsyJuggler wrote:
Maybe the Web Team's laziness is spreading...

Possibly or perhaps the Web Team is lagging....
#36300317308 09/05/2007 11:30:34 Re:Downtown Lag
ZeroPheonix wrote:
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.


This sounds like someone else getting credit for the kill and you not being able to loot until their timer is up.